Now that the space has, in fact, been well aged, we're all still waiting patiently for the absolute abomination that will surely be your pyanadons playthrough. God rest your soul in advance.
@@TheInfectous You know, I think they didn't understand the reference to that glorious space platform that was used to complete Space Age in the fastest time during the LAN Party playtesting, just a kilometers-long pike with a rocket on it to spear through all asteroids on the way to the end XD
I kinda wished they added noise pollution to vulcanus, they could've made certain machines like mining drills and trains atract worms while they are on, and ignore things that dont make any noise like power poles and belts. I feel that could have made things more interesting rather than have the worms attacking anything in their territorry indiscriminately.
The problem is that a lot of the nauvis pollution sources would still be pollution sources on vulcanus, in contrast to Gleba where spores only come from your farms for example
@@alexsiemers7898 yeah but you can instantly turn off noise pollution with a power switch, like what dosh said in the video, so in practice itd be totally different. like it would spread nearly instantly when turned on and wouldnt linger on the map when turned off
i like the volcamus approach, the gleba nauvis attack drives me anxious. The volcanus worm is still an enemy which test your millitary strength, however you are the one taking initiatives. once you kill the worm, you really secure that place. I enjoy this sort of approach more
I really like this idea, since it would also encourage trying to use solar power on Volcanus more, since they could make steam turbines _really_ noisy. Solar panels are silent, while turbines could be one of _the_ noisiest objects possible, offering the trade-off of "Sure, steam power is _way_ more powerful than solar, but it'll also piss off _way_ more worms."
Not possible. But only because the oil processing technology requires the production of a unit of crude oil, which is impossible on Gleba. This means you can't research rockets. The other planets have the exact same issue. But if that particular technology got reverted into a red-green research unlock, and if the planet-specific technology unlocks had their prerequisites removed, Gleba, Fulgora and Vulcanus should all be possible. Aquilo is not possible. There's no iron. Can't build a rocket.
So it'd require some tech tree tweaking. And maybe adding some salvageable wreckage to Aquilo? Meteoric iron? Not saying it wouldn't be extremely painful, but a challenge run is a challenge run...
@@SnakebitSTI either meteors or starting with a space platform w/ advanced asteroid processing included. Though a Nauvis/Aquilo merger would be fun too
And then add one additional quality level: BURNT, that makes the thing work in cursed ways, like 2x speed over legendary with 20x more energy requirements. Or vice-versa. Or 2x material efficiency, but 50x time to produce. Basically make BURNT that special thing that you would use for very particular purposes you would think of only once you actually got the damn thing in hand, as it's so hard to get it would be ill-advised to base your strategy around it. This mod idea is free, because ideas (even if they're good) are cheap.
Since you mentioned thinking of challenge ideas here's mine: Mega-platform. Mod the game to allow building everything in space and then have your entire base be one massive space platform. Have small mines on the planets for the unique resources, but immediately ship them into space to be processed there. I think it would be a good way to force yourself to engage with some of the mechanics you passed over on your first playthrough. Quality would be much more important. You'd have to process scrap without bots. Plus you could put a train on a space platform which would be very funny. The ultimate challenge could be to take your mega platform all the way to the shattered planet.
It would be either laughbly easy due there being no necessity for power as everything is auto supplies, and if you have access to ore from planets, that just makes it even easier.
@@silksongreactions all resource become astro then didn't need to visit plat to get resource and try to make science. than didn't need to leave nauvis? my idea is rocket miner. miner but instead drop on belt, ready for send by rocket. requst make ore are auto lauch.
A point you don't seem to touch on: You can set up (as I call them) work colonies in orbit. I had one for gleba delivering carbon, and especially important for Aquilo I had one delivering Iron, Coal and Copper. So you CAN definitely run an independent Aquilo base. I did! It's a lot of work, but the harmony of the weirdest base building, and a dedicated mining platform, that supplies the planet with resources, while the planet supplies it with explosives in exchange to defend itself is beautiful. The asteroid reprocessing chains and circuit logics become quite interesting to balance the planets different ore needs too!
@@thecodingchicken You need advanced asteroid crushing from Gleba, but once you have that the game _expects_ you to make explosives in space to deal with big and huge asteroids.
@@thecodingchicken I found it much more space efficient to ship it back to the colony. I am already dropping the carbon for aquilo anyways, and my platform wasn't as big as it could have been. You definitely can make anything in space though. Its not a travelling platform, had no thrusters either, so wasn't a problem. Plus due to Aquilo life I was on like rocket part productivity 15 or something, so rockets are pretty much free.
The push button mod is actually in vanilla but its not enabled by default. Go into controls and set a keybind for toggle entity. Now whenever you press that key hovering over a constant combinator, it will turn on/off
that's just a switch rather than a button right? Still useful to know. though, you can use a rising edge detector combined with a pulse extender (i found problems with 1-tick input for my uses) to effectively make a button.
yeah the specific usefulness of the pushbutton is that it sends a single tick of data rather than anything continuous. It already needs the toggle entity bind to even function as well
Dosh is a concept, a philosophy. Dosh is eternal - internal and external. It's a life experience, its a way of life. Dosh has no beginning and no end. Dosh is all.
The short distances between planets seems like the same kind of compromise that came with making rockets cheaper but have a low payload capacity. If the planets were further away it’d feel like you have to put more thought into when and what to ship than would be fun, not to mention the extra waiting time if you’re traveling to planets yourself. I was definitely disappointed with the Demolishers on vulcanus. It feels like turret spam and the railgun or nukes are the only practical ways to handle it, since the eruption attack makes tanks less useful and the dust cloud makes defender/destroyer bots die way too fast to be helpful. I don’t mind the damage pool and resistances but the limited strategies alongside the insane health regen mean that it’s either frustratingly difficult or too easy to deal with. You’re definitely right about quality being great for megabases. Just by improving my modules and machines I was able to get a 300spm setup to make 2500 SPM on nauvis, which is over 10k research per minute with biolabs and lab productivity. The real enjoyment with quality is that it gives megabase levels of production something to do other than churn out research and T3 modules; case in point, I’ve made over half a million bulk inserters overall and tens of thousands of other machines each in an attempt to make almost everything I build legendary. And at this point I don’t mind the quality names, their prevalence in other games means there’s basically no ambiguity on what’s better than what.
demolishers should probably have their health regen severely nerfed but given a far larger health to compensate so that killing them becomes about winning a war of attrition by doing things like automating turrets to be built and rebuilt over and over again in their territory. this would be more interesting then the current "challenge" of being able to do enough burst damage to instantly kill it.
@@roboticgamer8990 I like that idea, but I want to add a twist: You only apply the changes fully to large demolishers, and then split the difference for medium ones. Or just have the Max HP increase, but not the regen. I think this way would be more interesting, mainly because I think having the small demolishers function as a burst damage check is fine. It gives you a reason to invest in military researches to make certain your ready for it (especially if your like me and are adverse to uranium ammo). I like the idea of using your idea for larger Demolishers because it makes you need to change tactics again. And it could give you a better reason to use artillery on vulcanus. I also like Dosh's idea for baby demolishers. I think it would be interesting to have Demolisher nests in some territories that will spit out a small demolisher somewhere in the territory if there isn't a demolisher in that territory already. I would want them to be closeable, but it would take sustained bombardment of artillery to do so, which could also make it spit out demolishers faster. Makes it a choice between spending a ton resources to close it, or just leaving it alone and occasionally killing a demolisher that comes out.
@roboticgamer8990 the Friday factorio facts actually covered this. they mentioned how a large health pool left a lot of playtesters just circling the demolisher with a gun shooting it constantly for 10 minutes with no real technique
4:40 - YES, THANK YOU, the "rarity" names always sounded weird and the DF names were the first thing that came to my mind when they announced it. glad to see I'm not the only one.
A lot of people in the FFF comments (both on Factorio forums and Reddit) complained about the rarity names, but it boils down to what Dosh said: Kovarex is tickled by the idea of a "Legendary" fish and that's it.
@@SuperChausette Aside from genre conventions (which are significant but also simple), the names' meanings don't quite fit right. Uncommon and Rare are fine names until you've got Quality-grinding builds that let you place as many Rare power poles as you like. Meanwhile, Epic and Legendary imply a grand history that doesn't make sense for an iron gear wheel that has existed for two minutes.
My favorite idea for quality names would be thus Super-Optimized Hyper-Optimized Giga-Optimized Perfectly Optimized For the same exact reason the dev used the ones he did- I think the idea of a Perfectly Optimized fish is hilarious. This is what peak fish performance looks like.
One thing I think that should be added is multi monitor support. I feel like that is a HUGE quality of life improvement for those who could take advantage. Having a permanent map open and a space platform open at the same time. Would be awesome.
I hadn't even considered that.. would probably be quite a bit of extra dev time, but that sounds like an amazing feature. Maybe if you had multiple accounts, you could do it in a private multiplayer world?
Managed to reach the Shattered Planet after about 8 hours of flight. A cool challenge I can think of (maybe even an achievement) is to get a fish there before it spoils. But something needs to be done about the asteroid density. Maybe have them have more health instead of spawning more of them.
There is a quality of asteroids! Not the small chunks you get from them as resource, the flying ones! Why they don't increase in quality instead of quantity?
Yeah this is where I went wrong, I made a death world and upped astroids to 250% because....death world in space too?...havent got to aquilo yet but wondering if my pc is going to melt trying to get to Shattered planet
It was a feature originally that ice would melt if you didn't inuslate with Concrete, but that was seen as too difficult and annoying so they ditched it. It was in the Aquillo blog post
Hearing him wishing it was true just made me think: 'You don't need to wish for that, it was indeed true.' Jokes aside I don't think that mechanic would do anything other than being annoying. You'll either just end up deconstructing any pipes that are in the way or add buffer zones to avoid melting future expansions.
Yeah, that specific fact sticked to my head so hard because I always neglect concrete and this video is how I get to know is no longer needed (still on Gleba xD) I'm actually kinda disapointed, that seems like a logical and "cool" mechanic.
It's kinda sad that they ditched so much stuff from Aquilo because that accidentally made Gleba the most difficult planet which is quite sad since I expected the last planet to be much harder
@@ulisesvillar6088you still need them, the way it made it so it don't melt ice directly is by making them unbuildable directly on ice, to build stuff on ice you mist have concrete.
@@bountygiver2hmm I get how this may functionally be similar enough but in practice it does mean the player can’t make the mistake and learn from it which imo is kinda lame for the last major planet you go to. I get changing it though for I’m sure many reasons, just I really thought the idea was cool and didn’t even realize it was changed till now.
you are far and beyond my favorite factorio content creator. You blend all the skills of a veteran with a simple factory narrative which helps us understand what's going on. I'm an intermediate player and am consistently blown away by what you achieve and your thought process. Love this video - excited for more to come!
I kinda would have liked enemies on fulgora, like perhaps giant leftover death robots and such. or maybe giant scrap machines, "Scrap titans" -- but in general, I really liked this expansion in pretty much every way.
That's one thing I'm a little disappointed in. I really enjoy how on Nauvis, you have to set up many more defenses than you do on any of the other defenses. i know they didn't want us to have to worry about EVERY planet being attacked while you were away, but Gleba didn't seem like it got much action at all, and considering the design of your base stays so small it doesn't need much defending.
Scrap titans that are basically just walking assemblers that just so happen to see your base as a source of fresh materials sounds like it could be fun.
@@quagmire111100if you scale up Gleba beyond the bare minimum the pentapods can get pretty out of control, to the point that having to replace buildings instead of repair them becomes the norm, at least until you can get spiders or artillery to get rid of all the nests in your spore cloud
My idea for Fulgora enemies would be modified combat/defender bots guarding scrap piles and ruins. They don't seek you out, but to claim the area/island they are on you'd have to take them out, preferably with your own army of combat/defender bots. I've never ever had to use combat bots ever and having to use them to claim more scrap mines on Fulgora would be interesting and would fit with the theme of an ancient advanced civilization long gone.
@@Deb_Boi rampant with some tweaking is gonna be incredible in spage. I wanna see resistance evolution with max caps that forces you to use all turret types by endgame for an effective defense
I think the modding scene for Space Age will be great! An obvious category of mods is adding a new planet with its own unique mechanics. Players can then install the mod and go to the new planet from their existing game. No need to start a new playthrough, you can leverage your existing base. Super easy with space age to add stuff in isolation like that, since planets are contained entities.
Being able to select recipes in circuits is an AMAZING feature. I made a set of crushers that only recycle asteroids that I have too much of and it keeps the belt so perfectly balanced I'm amazed it works as well as it does. It was so extremely useful on my Aquillo and game win platform I can't imagine a late game platform without it now. I also really like how circuits in general are a lot easier and I worked with circuits more than I ever did before.
I did the same thing; turned it into a 'ship module' that goes on all of my ships now. I just unlocked the advanced recipes with sulfur etc... so I need to either revamp it or figure out a way to modify the existing to other resources.
Yes, did the same thing with an asteroid reprocessing build, it’s super good for the outer system, where there’s way more ice but carbonic asteroids are in high demand for rockets
I also slightly appreciated this feature when building a mall, there are a few recipes with variants like logistics chests and power poles, and it's really nice to only have one assembler dedicated to each of them (especially if that assembler is geared with expensive/high quality quality modules). And did a similar thing for asteroids, it's very easy to handle them by having dedicated crushers for each type and setting their recipes depending on demand
My brother and I took down the demolishers in tanks and it was indeed a boss battle. The pentapods where terribe, managing to destroy out base like 3 times. And when I say terrible I dont mean bad, I mean powerful, definetly the best enemies.
I found the small ones pretty trivial... though I may or may not have used nuclear impact shells which will take them down in 10-ish shells. I'm horrified of the medium ones though and haven't even tried to mess with them. I love them as an enemy.
I’m glad I started Space Age on 8x science cost. It gives some incentives for scaling a little without being punishing, which makes you get invested in each planet a little more.
I think there's an incredible amount of design space for a "military matters" planet where you need to kill enemies in order to gather the special materials required for that planet's science, which would unlock advanced military technologies like atomic bomb artillery.
I think more people than you realize would watch a 2 hour barely edited video of you rambling about mods or the game one way or another while wandering around a factory or building something, your commentary/retrospective type videos are good to put on while I do something that requires more attention. Happy birthday, be well.
I think the demolishers would be a lot more interesting as... an environmental challenge rather than a boss battle. Make them nigh un-killable, but have something like power shutoffs make them avoid your base. Maybe include ways to bait them into specific paths, avoiding your base entirely. Allow for damage or some special kind of building to repel them temporarily for high end bases. Make them _barely_ killable with some incredibly high end tech for the power gamers. Make their territories much larger to compensate for all of this and I think you have a pretty compelling environmental challenge. They'd become less of a boss and more of a force of nature that can destroy you if you're not careful. More shai hulud, less Risk of Rain magma worm. Because ultimately, environmental challenges are what works best in factorio. It is a game about constant escalation and expansion, _any_ combat challenge ultimately boils down to the number of turrets you need to overcome it. The amount of resources you need to throw at it. Demolishers as is are functionally as engaging as destroying a biter base. The things that actually push the player in new directions are generally environmental stuff. The freeze on Aquilo, the lightning on Fulgora. These are things that force you to design your base in new and interesting ways, actually challenging you in the way the game is designed to challenge you. Enemies that can do that are I think where the game should look, creatures that require you to plan around them in interesting ways. Things that require you to change the way you build, at least the way you build defenses.
I really wish they added the rate/ratio calculator mod into the game for 2.0. The only change I really dislike is needing to pump oil or mine uranium for the research since it interrupts how I normally play. I don't like setting up my uranium mining till I have everything needed for it and can build it all at once. Same for oil.
So many comment talking Pyanadons. I'm much more looking forward to you taking an interesting spin on the newly expanded base game. Like minimum spoilage time Gleba. Or, with the new massive resource and science production options you mentioned, death world expensive mode though that on it's own would probably just fall into the 'tedious' category.
I also don't think Pyanodons would be super interesting to watch; it seems like from a viewership perspective it'd be all the worst parts of SeaBlock: extremely verbose, massive repetition in factory designs just different buildings/recipes. Mods like Ultracube make for very interesting viewing because they're SO different; same thing with in-depth Gleba builds vs any other planet. I want to see more Dosh videos tackling that kind of totally strange new challenge, not just "Factorio 1.0 but really really long and arduous"
@@lelandbatey Yeah, pyanodons is just a massive meme at this point. Dosh made the mistake of acknowledging it, and here we are. I do like it when Dosh waffles, but I'm sure he has better projects for that planned already.
@@lelandbateyI'd love to see it because I loved all that from the sea block video. I'm also playing Py ATM and want to see how much better Dosh is at it than me lol
i bet a series where you start every planet from scratch could be a good way to get more in depth into the unique mechanics of each planet, and would lead to bigger bases on the other planets
I think the most "balanced" thing to do with promethium is to have depth in space affect the sciences quality. Not guarantee it necessarily but give like, a 40 percent chance increase if you are crafting in extreme deep space
@@asdaviqs5950 but if the ingredient spoils then the science should spoil too and that feels like too much time pressure for something you're incentivizing the player to fully utilize a thirty minute window on
@@EternityRememberedcarbon fibre and rocket fuel from spoiling ingredients does not spoil either. And you could argue that once the prometheum has been processed, it's stabilised
Vulcanis needs a "spice" mechanic. The worm sheds a valuable waste product. After some bio research you could make repulsion or containment to direct their behavior.
I mean, the full spice cycle could work really well. Worms eat "spice" close to their territories and break into "trout", "trout" spread out then gather in clumps near, creating a "spice" blow and a small immature (squishy) worm that travels to claim some territory. The worms grow slowly over time (determined by time, buildings eaten, and neighbouring unclaimed territory). Then just make worms that get too big for their territory and have no room to expand seek out more territory whenever a large enough region becomes unclaimed. Make "spice" a later game ingredient that you need to balance the protection of, as blows can only be produced by letting worms consume blows.
Vulcanus is just solid rock and lava.. I wonder if Arrakis is what Vulcanus becomes in a million years after the worms have ground all of the rock to fine sand by crawling on it endlessly
I'm looking forward to the mods around "SpAge", particularly "SpEx" improving because the underlying tech has advanced so much. The two are compliments rather than competition.
I was glad to see new videos from you Dosh! Just got done with my annual viewings of your tower climb, marrow, and La mulana videos. Keep up the good vids, hope you’re doing well!
I definitely agree that the Shattered Planet being the cherry-on-top for dedicated players (leave the edge of the solar system as the official end), with a special surprise of some kind of form there, would have made Factorio to one "wow" game lore-wise as well, comparable to how Subnautica wowed me, when I completely didn't expect for there to be this in this world. A bit sad to not have that opportunity realized, but hey, we can now speculate our own special lore in Factorio for that thing. If anything, I think it's the perfect anchor point for a mod. This shattered planet that nobody know anything about? Promethium merely accelerating research? That's just asking for both a high attack and research goal for reaching it. Bonus if actually getting in there to the secret, it requires stuff from around the solar system to research and build ultra-effective military tech as well as some sci-fi shielding, which would require space platform managing to the top level. If you haven't noticed it, I am a sucker for gameplay elements all stringing together to one gigantic story/lore ending.
Besides the fact unlocking quality makes setting recipes in buildings take 2 clicks, my only real issue with quality in space age was how limited the usage of quality intermediates felt. Felt super easy to clog your base with useless uncommon mats that you had to specially deal with and extra production facilities for every specific quality. Past that, I felt like the ship loading logistics were a bit messy and wasteful with the lack of mixed rockets (especially bad when building with quality), and ship flying logistics felt a little off when all you want to do sometimes is fly from place to place and stay there. If you didn't set your conditions correctly it was easy for your ship to fly somewhere then immediately fly back, often taking unnecessary damage or wasting time. Past that and Gleba feeling a little bit TOO punishing if you didnt tone down spoilage a bit, I thought the experience was overall pretty fun!
Also on the topic of stack sizes for rockets, I wish specifically space platform foundation had a higher rocket stack size. Especially for your early platforms, it's a huge time drain to get all the foundation up, and the foundation itself is so expensive early on that it very much feels like all the extra rockets were an unneeded tax.
I also felt like at a base level there was a miss in the amount of stuff that required a mix of 2 planets. Theres a lot of flying between gleba and nauvis, and theres ONE technology that requires 2 planets (fulgora and vulcanus), but it really feels like there should have been one or two more technologies and buildings that relied on specific pairs of planets so you felt more motivated to makes routes between planets. It'd also add more replayability since your choice of planet order would also affect what technologies you have access to from the combination of planets instead of just the individual planets techs.
Also while it's probably unnecessary complexity, I do wish the aquilo heat requirements played a little better with what exactly you need to heat. Felt weird to me that cryo plants needed heating when theyre all about the cold, and same for furnaces when they ostensibly generate heat once they start running. Similarly, needing to heat pipes full of sub zero thermoflux felt kinda odd, and same with the hot thermoflux. It doesn't really matter at the end of the day, but it felt super unintuitive in a way that brought me out of the experience for a sec.
I was initially not impressed with quality, however it does add a nice new dimension on how you can increase your output, beyond beacons and just brute-force scaling.
Space Age changes I want: 1. The ability to use high quality ingredients in low quality recipes or even lower their quality 2. The ability to transfer items between space platforms in the same orbit 3. More endgame uses for Uranium Other than those three things, it's a perfect expansion pack.
More researches for promethium science is my biggest gripe, and to a lesser extent the research productivity research itself. SPM is the defining metric for megabases and now it can reach an arbitrarily high value just by waiting. Furthermore if you want to have a base that uses all science and hit some target, that target is always moving because you *have* to be researching research prod.
I'm curious as I havent actually seen super high quality items yet myself what benifit would lowering their quality be? or would it be like if ur trying to get uncommon but you keep getting rare you want to be able to use that early mid game?
@ early game it means you aren’t punished for using quality, which would clog your system since you don’t have the recycler. Late game it means if you have 50 epic ingredients and 1 legendary, you can use the legendary with the epic instead of waiting for more legendary to generate. And also… why not? Why punish us for using higher quality items?
I'm also looking forward to the overhaul mods or mods that add buildings and/or planets. So many of the older overhaul mods were just about extending the gameplay of the game with pY being the pinacle of "too much." To add to that, I also find no joy or challenge in having to place 60 of the same building, just to create 1 item per second. Especially when those buildings can't be equipped with modules. Either way; Space Age adds a lot of features and is a solid base for mods. Planets no longer have to be flat disks. The quality, added production bonus, and planet specific crafts are great. Perhaps a modder can come up with a building that has an added "reduce pollution" bonus, or default quality bonus. While I enjoy the progression, with Aquilo requiring support from the other planets - I'm a bit disappointed by "The Shattered Planet." I know that scale in Factorio doesn't mean much - but having nearly 4 million kilometers of big rocks, makes me wonder what size the planet was. How did our Engineer even crash or enter the star system? no, I don't want to land on the shattered planet, but the current thing isn't it either.
Idk about you guys but one game I'd really like to see Dosh play is Oxygen Not Included. I wonder how well he'd keep his dupes alive though everything including their own stupidity. It also seems like a game that'd be right up his alley.
oh yea! I used to play that game in like 2018-2020 or whenever it was in very early stages. Then it got way too complex for me (i think the last time i seriously played it was when they added diseases), so i never returned :< would love to see dosh make sense of it
I wish I could get as absorbed and be as good of a "planner" as a lot of you Factorio nerds are with every run of these videos. I can't handle Factorio and only get into early-midgame in Dyson Sphere Program before I give up due to spaghetti conveyors and feeling like there's too much to do and not enough time to do it in. I'll always enjoy seeing these massive builds though.
DSP has logistic Stations. Means after yellow science you dont need to connect with belts anymore. Just dedicate one Item production to one logistic Station. For the mall you can use the small transport drones and logistic Stations that unload in boxes.
Alot of these big builds could and should be made in sandbox and copied over. And the spaghetti is only really on the first planet. Just abandon it and make a mall on the lava planet with its copper and iron.
Time? And not using it in items/time? Strange concept... Spaghetti is a puzzle you inflict on yourself. Why planning if you can just spaghetti the life out of it? Nothing is stupid if it works
Team 01 for the win ! I thought Zyllius was a familiar name but it's only later i realized the famous DoshDoshington was in the same team as me in the LAN party, good guy IRL !
Thanks for your videos Dosh! I learned about Factorio through your videos, and I, after a year of not being able to play any games on my laptop, am finally installing it as I write this.
The interrupts took me a while to get the hang of, but they turn out to be quite handy for space platforms. Instead of having something flying back and forth between plants to pick stuff up, an interrupt can let the platforms loiter over one planet (like Nauvis) and be interrupted when science is low and that it must go get some. Same is true for picking up ammunition or rocket parts and all of that other stuff. Coming to this understanding really simplified the logistics and train schedules for me. Can't wait to see what sorts of challenges are set before you.
I'm the kinda person who finished Industrial Revolution 3 before finishing the base game, so I'm really excited to see what the overhaul mods do for Space Age.
I'm sad I only realised after the LAN event that you were there so I could pop by and say hello but then again, my introvertiness would probably just have stopped myself from pestering you 😁 Thanks for your Space Age tour and follow up comments. As always, fun to watch.
As far as wrapping my head around different planets.... Gleba literally killed me repeatedly before realizing eggs don't just turn into spoilage like everything else.
Train interrupts are great; my trains all are set up with only one destination station, which is to pick up either fluid or cargo (depending on the type of train), then with two interrupts, one for low fuel (which is allowed to interrupt the other), and the other for when there's non-zero cargo, which then goes to the generic station corresponding to the type of cargo. It does require, then, that the dropoff stations be named based on what's going there, though, but with the button to insert symbols into the name being ever present on the text box, that's easy enough.
I thought about this a lot but I don't like it. How do you ensure the train picks up materials that actually *need* to be transported? I often intentionally have more production than consumption and I don't want trains wasting time picking up an item that isn't in demand -- it could potentially deadlock the base if too many trains do that. I *want* to do this system, but I can't see how it would work reliably without having as many trains as pickup stops.
@@MinecraftTestSquad I have a train setup like this in my current base as well. I've been thinking of ways to add station priority bias based on how much of the resource is in demand/supply using circuits. My current design is not the best, mainly because the supply stations are unaware of the demand of stations which could maybe be solved using the radar circuit network? I'm not completely sure. Honestly something I really want to do is multi-resource train stops so I don't have to build a ton of stops at places which need a lot of different resources in relatively small amounts.
The biggest problem I had with rocket logistics is when you did manually set a smaller rocket send amount, say 600 common quality agriculture science, it only sent those 600 bottles even if the rocket also had 200 uncommon bottles in it. so eventually you either dead lock your rocket as don't reach the send amount for any quality of science, or you enjoy a build up of uncommon+ spoilage as all the uncommon+ bottles spoil away in the rocket silo. The unsent items would be held in the silo for the next rocket. I also didn't like you couldn't load the rocket and send yourself up with the load of stuff in a single rocket, but that was solvable by building more rockets/waiting.
I agree with all of what you've said! It is amazing that minor inconveniences, bad balance, low variety can be greatly improved upon by mods and it is a true statement of an amazing engineering behind Factorio. Designing the whole game as a set of mods over generic and convenient to use framework gives insane productivity and customizability. As usual, I wish there were more games like this.
8:00 someone made a graph to calculate how ship acceleration works depending on width, weight and thrusters. "Drag" is the most significant factor in it all. and you can completely ignore weight if you just adhere to the rule of building as many thrusters as you can fit width wise. a friend of mine made a 2000 ton ship that is just a incredibly long stick, it runs on 3 thrusters and is only 20 km/s slower than my own 500 ton ship
Total War Factorio Challenge Mods -Enemy Race Manager -ERM - Zerg / Garm Brood -ERM - Protoss / Akilea Tribe -ERM - Terran Units for Players(in Map Mod settings you can adjust Army cap from 1-5, increase it to 5 so more units) -Entrenched Enemies(set spawn speed to 10 for maxium amount of enemies) -Blood & Gore(because why not) -Noxys Fading(meant for changing biter corps fading time to reduce lag) -Also increase enemy base sizes too for even more enemies(tho not enemy base frequency since that caused some issues with that one Rampant mod run you did before) Optional Mods for some extra fun stuff -Ironclad gunboat and mortar turret (fork) -doeWorks Rocket Artillery -Heavy Tank -AAI Programmable Vehicles(finally updated currently and can be fun to have) -Basically any AAI vehicles you want -Behemoth Enemies Mod(adds Behemoth variants of pentapods and demolishers) -Fulgoran Enemies -Atomic Artillery Optional objective, how hard is it to kill 100 million biters
There is drag in space when you’re collecting asteroid fragments, you have to subtract their momentum from the ship’s momentum when you collect them. And firing bullets/rockets forward recoils and slows your ship down too.
13:00 On fulgora, I wanted to disable my roboport when lightning was going off. That way I could close down a network and keep my bots from getting destroyed. Unfortunately, you can't really talk with roboports, so I had to play around with switches and combinators. It kind of worked as I now lost only 2 bots over the 8 previously.
Listening to your thoughts is always fun. I don't necessarily always agree, but your reasoning is always sound and well put together. (not that I disagree with anything said in this particular video, Space age is good.... just good) I enjoyed watching your process for tackling the challenges as they came. My friend and I are just starting into a fresh game, and we have decided that we will banish ourselves to each planet we go to. Nothing but our axe and mind (excluding aquilo of course). So that will be interesting. Starting from nothing is honestly my favorite part of factorio. I, like many long term factorio fan enjoys watching a big ass base just do it's thing. I simply find the early spaghetti nonsense the most engaging. Just slapping random shit together to try and hodge-podge a semi useful base out of limited resources is delightful. So the ability to start again, under different circumstances multiple times is probably my favorite part of space age.
honestly i completely agree with this retrospective, i love how i almost just finished watching the video itself just before this was posted, also i honestly can't wait to see how/if Space Exploration will couple with Space Age. (edit: also as much as i would love to efficiently have a optimal blueprint for everything i need, not only is that alot more work then i think i could possibly invest, but also i find free-handing and/or spaghetti the most fun way to play factorio.)
One thing that thrilled me about space exploration is space platforms in orbit, stationary. Building a whole factory up there just seems so cool but when I played it the logistics just were too tedious: rockets are unwieldy and need a lot of circuit condition stuff if you really want to make them versatile; and cargo delivery guns just feel like something too small for serious stuff but apparently it is the way to do actual interplanetary logistics, which is _weird_ for my sense of logic. Spacetrucks should be the way to go, no? Also building a dyson sphere/swarm would be a great feat because of how much solar you get in space but having to use a late unlock of beams to actually make use of that kills the idea pretty early. Despite getting beta access to space age, I barely played it because I have a lot going on in my life and gaming interests but I try to keep my mods updated. I barely got to oil on Nauvis so I am probably not going to finish Space Age by myself anytime soon, so thank you for your videos! One annoying thing is that fusion power cell is blue and Plutonium Energy's MOX fuel cell (well, it's plutonium fuel cell now) is also blue, although a slightly different hue. Had to learn blender to make a new icon but still haven't implemented it, eh.
After all of the work in balancing the whole of space age, and all of the design and thought that went into everything added, the quality names being entirely because “legendary fish” is funny works for me. I for one prefer legendary spoilage though
I think many of the design decisions which dont make sense for those who have a really strong handle on the game and go around discussing and optimizing, do make sense to simplify things for those who play more casually. I.e having to reload because your spaceship gets into trouble later into a long flight and you don't have a blueprint or industry to easily just put down a new iteration can be unfun, being streamlined into an easier build (slower, more narrow) instead can be a compromise. And since those giving most active feedback in factorio likely unproportionally love increasing difficulty means that though there are ways to trivialize aspects, this just offers the casual players more moments of feeling clever, while mods can solve the difficulty for everyone beyond that - the reverse would be illogical as the casual players won't be downloading mods for their one and perhaps only playthrough. And even for those optimizers, making different overpowered builds is a neat challenge of its own - while the number of ways you can approach any issue means that making mistakes or being unoptimal with a certain part of the game can be fixed without having to improve ALL of builds - i.e if your main base starts getting locked due to resources, you can simply focus on the largest cause alone, relieving pressure everywhere else. Also means that you can unlock the content whenever you want, with first attempt spaghetti. In fact, i'd love the divide to be even bigger - keeping the initial steps "easy" as they are, while any upgrades would increase cost exponentially.
I love Space Age. If I were to provide constructive criticism, it would be that the game could have used more time in the oven. It feels like a lot of last minute changes and compromises were rushed out really close to release. Version 1.0 benefited from a very long early access period where they could get feedback from the player base and make factory breaking changes because nothing was final. Now that 2.0 and Space Age are in retail, breaking factories to make changes is much less likely. If they had released the expansion in early access, they could have played with and fine tuned more of their ideas. All said, I would like to reiterate, I love Space Age. Excellent Expansion.
I certainly wouldn't mind if they added more depth to the various planets in a further update or expansion to the game. Getting Nauvis to the state they did took quite a few iterations after all. Still on the plus side is that they added a lot of new mechanics to the game that mods can now access in an easy and efficient way to get far more variety then was possible before. So even if they never do it themselves, I imagine total overhaul mods in time will.
I think my one complaint with Space Age is that everything scales vertically rather than horizontally. Factorio is a logistics game at heart, and when you start to scale things to insane degrees vertically with huge amounts of productivity and quality then everything gets smaller. Smaller builds are a lot less complex logistically, because you don't need to figure out how to most efficiently use the space you have. To me the joy in a megabase is the scale, not the output. That aside though, it's amazing. It's interesting, fun, polished, and really just fantastic.
@@OscarPerez-w1f It's not about disliking foundries, I actually really like them. What I'd prefer is for my foundry factory to end up larger and more logistically complex than my electric furnace factory, rather than smaller and simpler. Especially when you start getting into high levels of quality and beacons, builds end up really small even though the throughput is high. When I say the factory must grow, I don't mean the output, I mean the footprint.
@@OscarPerez-w1f Then scale the throughput required for the later game sciences such that the point where you transition your factory to foundries necessitates a bigger factory than you previously had with electric furnaces. I'm not saying to nerf foundries, I'm saying to make the crossover point result in the factory getting bigger rather than smaller. In vanilla, as you're upgrading your factory it always gets bigger. When you upgrade to steel furnaces you don't do it to lower the number of furnaces you need, you do it instead of building more. Foundries are so good that you barely need any of them to satisfy all needs, so the factory gets smaller. Look at Dosh's Nauvis for example, he has 72 foundries for each metal ore, whereas he had 192 iron furnaces in his starter base. Is it not weird that endgame iron smelting is both smaller and a less complex logistical challenge than pre-space iron?
@@Jademalo firstly, foundaries are definitely a bigger logistical challenge since you need to automate the shipment of calcite from across the solar system to keep them running. Secondly, making foundries take more space would be a nerf, because as I said before, it makes it “less better” than smaller alternatives
A cool thing for Vulcanus would be nearby behemoths would try to expand into the unclaimed area by slowly moving towards it, and if shot would reatreat, but needing a specifric amount of damage to deter, with that amount increasing witrh the size
People are memeing about Pyanadon, but I'm much more interested in various new challenge runs -- like starting on aquilo with a space platform you use to get all of your resources, or some other concept. I also find those just more appealing than a long playthrough of a mod; I've rewatched seablock several times, and each time I get lost in the middle and lose the context and investment amidst the hundreds of crafting chains. On the topic of compact ships -- my first three ships were large bricks, and then I realized width was the limiting factor for speed. So I built a small, cheap, compact design only nine tiles wide and could just slap down another one whenever I wanted. I ended up with dedicated ships for science, and then other dedicated ships for moving buildings and modules between worlds -- I only started using a ship that did a circuit between all the inner planets before Aquilo, and that was mostly just to simplify logistics. Quality is really fun -- I sunk a bunch of time into building a factory for epic and legendary quality modules on Fulgora. Building a tiny ship that basically had only one or two buildings doing each recipe (thanks to quality buildings and modules) and watching it reach the edge was very fun.
I legitimately cannot wait to see what the mod makers will do now that there's so many more mechanics and hooks added to the programming. And by "cannot wait" I mean "I want it now, damnit!"
I agree with your thoughts. Mine thoughts so far (I haven't finished a run yet) is that Space Age is a good expansion, the only thing I wish it had was more of everything. More planets, more materials, ect. I'm enjoying the challenges of each planet, and how each makes you rethink how you build a base. The main thing I'm excited for is to see how Space Age influences mods going forward. I'm hoping to see more enemies and new processes going forward, even if they're not as game changing as some of the stuff in Space Age is. I also think having demolisher nests would be cool. What I think would be cool is if they spawned as a huge pit between demolisher territories and would spawn small demolishers somewhere in those territories a certain amount of time after you clear them. You could close them, but only by bombarding them with artillery. And if you did start bombarding them, they'd ramp up the rate they spawn demolishers and also cause demolisher grubs to b-line twoard the closest structures. I think it would be cool to have to choose between the upfront cost of closing the nests and the occasional heavy cost of killing a small demolisher.
Considering that you liked the space ships the most and such, a game that might interest you and might be up your ally would be "Cosmoteer: Starship Architect & Commander". Though logistics challenges are mostly about how to set the crew to handle everything, not the full automatic factory approach.
Im soon headed for Aquillo in my run but I’m already ready to tear down everything and just rebuild everything on Vulcanus and just ship things over. Having gotten enough biolabs to uncommon/rare quality and having my system gradually replace all my beacons and modules with better quality I’m already above a research speed of 30 on my labs and have greatly gone beyond any level of mega base i had prior attempted. The new Quality and module changes make going large scale even more extravagant; cant wait to setup legendary production and start only building in legendary to truly break everything
@DoshDoshington Most RTS is designed around limited resources. Tough to design an RTS where one player can have unlimited turrets. Would need something like a "combat AI" budget separate from other mined resources and proximity based. With too many turrets close together overloading the system like with beacons. So quality and variety are more important than quantity.
"my voice is more monotone than usual", i dont know how to tell you dosh, but, your voice is already maximally monotone. we love you
You may not have known this but this is the most excited he has ever been
I was literally about to post more or less exactly this.
its honestly a bit concerning how monotonous he is... even the rampant videos felt pretty unpannicked
makes cr1tikal look like a fucking shakespearean actor.
Precisely
I can't wait for the logistical nightmares of routing the cube between planets.
Intergalactic Beans are also so much more of a reality too!
all planets are sea block but aquilio is reversed as land based with less resourses to balance out.
Maybe each planet has its own cube that can only do certain things
@@alexsiemers7898 yea that's my theory as well. One cube per planet.
BUT, you still have to transfer each cube to other planets for certain recipes.
@@alexsiemers7898 you dare suggest the glory of the cube can be replicated?!?!
The only problem with Space Age is that Dosh never got run over by a train, and the raised tracks makes it less likely in the future.
and with the mech suit its impossible
And mech armor makes it even less likely still since it just outright makes you immune to trains.
he was ran over with a tank
Mech armour means no train fun EVER AGAIN. RIP.
@@lmao_nope well, not exactly, i mean, until said suit is researched, accidents can still happen!
See y'all tomorrow when Dosh drops "the two hours of stuff I forgot to say in the last video". 🙏
Here's to hoping
Now that the space has, in fact, been well aged, we're all still waiting patiently for the absolute abomination that will surely be your pyanadons playthrough. God rest your soul in advance.
+1
Put my name on the petition!
+1
+1
+1
*_The Intended Way_* is, and forever will be, my absolute favorite space platform.
So you hate fun?
@@leonthayne I can't imagine how you choose to interpret this to reply in the way that you did.
@@TheInfectous You know, I think they didn't understand the reference to that glorious space platform that was used to complete Space Age in the fastest time during the LAN Party playtesting, just a kilometers-long pike with a rocket on it to spear through all asteroids on the way to the end XD
@@leonthayne The mental gymnastics required to read it this negatively is astounding.
I kinda wished they added noise pollution to vulcanus, they could've made certain machines like mining drills and trains atract worms while they are on, and ignore things that dont make any noise like power poles and belts. I feel that could have made things more interesting rather than have the worms attacking anything in their territorry indiscriminately.
The problem is that a lot of the nauvis pollution sources would still be pollution sources on vulcanus, in contrast to Gleba where spores only come from your farms for example
@@alexsiemers7898what it would mean, however, is that pollution wouldn’t linger, allowing for radar detection and deactivation as Dosh mentioned.
@@alexsiemers7898
yeah but you can instantly turn off noise pollution with a power switch, like what dosh said in the video, so in practice itd be totally different. like it would spread nearly instantly when turned on and wouldnt linger on the map when turned off
i like the volcamus approach, the gleba nauvis attack drives me anxious. The volcanus worm is still an enemy which test your millitary strength, however you are the one taking initiatives. once you kill the worm, you really secure that place. I enjoy this sort of approach more
I really like this idea, since it would also encourage trying to use solar power on Volcanus more, since they could make steam turbines _really_ noisy. Solar panels are silent, while turbines could be one of _the_ noisiest objects possible, offering the trade-off of "Sure, steam power is _way_ more powerful than solar, but it'll also piss off _way_ more worms."
Gleba Only Challenge
-Spawn on Gleba
-Suffer
-Audience enjoys
-Profit
Sounds Glebtastic
Nyenyenyenye... Equally bad is the scrap and ice planet. Havent had a chance to play yet
Not possible. But only because the oil processing technology requires the production of a unit of crude oil, which is impossible on Gleba. This means you can't research rockets.
The other planets have the exact same issue. But if that particular technology got reverted into a red-green research unlock, and if the planet-specific technology unlocks had their prerequisites removed, Gleba, Fulgora and Vulcanus should all be possible.
Aquilo is not possible. There's no iron. Can't build a rocket.
So it'd require some tech tree tweaking. And maybe adding some salvageable wreckage to Aquilo? Meteoric iron? Not saying it wouldn't be extremely painful, but a challenge run is a challenge run...
@@SnakebitSTI either meteors or starting with a space platform w/ advanced asteroid processing included. Though a Nauvis/Aquilo merger would be fun too
No idea about better quality names, but I got worse ones:
raw (common)
bloody (uncommon)
rare (rare)
medium (epic)
well done (legendary)
Well done being the highest quality baffles me. I was pretty sure that I was the only person on earth who liked meat that way.
congratulations (transcendental)
@@scottygagnon4287 How about "Perfect." I hear that's when the meat has turned into coal. No no, not charcoal, _coal._
@@scottygagnon4287 i mean these are meant to be worse quality names
And then add one additional quality level: BURNT, that makes the thing work in cursed ways, like 2x speed over legendary with 20x more energy requirements. Or vice-versa. Or 2x material efficiency, but 50x time to produce. Basically make BURNT that special thing that you would use for very particular purposes you would think of only once you actually got the damn thing in hand, as it's so hard to get it would be ill-advised to base your strategy around it.
This mod idea is free, because ideas (even if they're good) are cheap.
Since you mentioned thinking of challenge ideas here's mine:
Mega-platform. Mod the game to allow building everything in space and then have your entire base be one massive space platform. Have small mines on the planets for the unique resources, but immediately ship them into space to be processed there.
I think it would be a good way to force yourself to engage with some of the mechanics you passed over on your first playthrough. Quality would be much more important. You'd have to process scrap without bots. Plus you could put a train on a space platform which would be very funny.
The ultimate challenge could be to take your mega platform all the way to the shattered planet.
i had the same idea except i called it mothership challenge.
It would be either laughbly easy due there being no necessity for power as everything is auto supplies, and if you have access to ore from planets, that just makes it even easier.
A simpler solution than mini mines is just to have new asteroid types with the new resources
@@silksongreactions all resource become astro then didn't need to visit plat to get resource and try to make science. than didn't need to leave nauvis?
my idea is rocket miner. miner but instead drop on belt, ready for send by rocket. requst make ore are auto lauch.
A point you don't seem to touch on: You can set up (as I call them) work colonies in orbit. I had one for gleba delivering carbon, and especially important for Aquilo I had one delivering Iron, Coal and Copper. So you CAN definitely run an independent Aquilo base. I did!
It's a lot of work, but the harmony of the weirdest base building, and a dedicated mining platform, that supplies the planet with resources, while the planet supplies it with explosives in exchange to defend itself is beautiful.
The asteroid reprocessing chains and circuit logics become quite interesting to balance the planets different ore needs too!
Right, if you leave a space station above Aquilo farming asteroids, the only resource import you need from other planets is Stone.
I need to do that sometime.
Can't you make explosives in space in the first place?
That is brilliant
@@thecodingchicken You need advanced asteroid crushing from Gleba, but once you have that the game _expects_ you to make explosives in space to deal with big and huge asteroids.
@@thecodingchicken I found it much more space efficient to ship it back to the colony. I am already dropping the carbon for aquilo anyways, and my platform wasn't as big as it could have been. You definitely can make anything in space though.
Its not a travelling platform, had no thrusters either, so wasn't a problem. Plus due to Aquilo life I was on like rocket part productivity 15 or something, so rockets are pretty much free.
The push button mod is actually in vanilla but its not enabled by default. Go into controls and set a keybind for toggle entity. Now whenever you press that key hovering over a constant combinator, it will turn on/off
That's a really good one cheers mate
that's just a switch rather than a button right? Still useful to know.
though, you can use a rising edge detector combined with a pulse extender (i found problems with 1-tick input for my uses) to effectively make a button.
@@twopoint2811 I like your funny words magic man
yeah the specific usefulness of the pushbutton is that it sends a single tick of data rather than anything continuous. It already needs the toggle entity bind to even function as well
@@Keykey70 A mono stable circuit wouldnt be too hard to pair with it
dosh are you my friend
Sure
Show your friends this comment as proof
@@DoshDoshington if he shows you this comment will you believe him
@@gutoguto0873 you can say he is a believer
Dosh is a concept, a philosophy. Dosh is eternal - internal and external.
It's a life experience, its a way of life.
Dosh has no beginning and no end.
Dosh is all.
@@DoshDoshingtonThank you parasocial buddy :pray:
The short distances between planets seems like the same kind of compromise that came with making rockets cheaper but have a low payload capacity. If the planets were further away it’d feel like you have to put more thought into when and what to ship than would be fun, not to mention the extra waiting time if you’re traveling to planets yourself.
I was definitely disappointed with the Demolishers on vulcanus. It feels like turret spam and the railgun or nukes are the only practical ways to handle it, since the eruption attack makes tanks less useful and the dust cloud makes defender/destroyer bots die way too fast to be helpful. I don’t mind the damage pool and resistances but the limited strategies alongside the insane health regen mean that it’s either frustratingly difficult or too easy to deal with.
You’re definitely right about quality being great for megabases. Just by improving my modules and machines I was able to get a 300spm setup to make 2500 SPM on nauvis, which is over 10k research per minute with biolabs and lab productivity. The real enjoyment with quality is that it gives megabase levels of production something to do other than churn out research and T3 modules; case in point, I’ve made over half a million bulk inserters overall and tens of thousands of other machines each in an attempt to make almost everything I build legendary. And at this point I don’t mind the quality names, their prevalence in other games means there’s basically no ambiguity on what’s better than what.
demolishers should probably have their health regen severely nerfed but given a far larger health to compensate so that killing them becomes about winning a war of attrition by doing things like automating turrets to be built and rebuilt over and over again in their territory. this would be more interesting then the current "challenge" of being able to do enough burst damage to instantly kill it.
I did it with a tank and uranium cannon shells
@@roboticgamer8990 I like that idea, but I want to add a twist: You only apply the changes fully to large demolishers, and then split the difference for medium ones. Or just have the Max HP increase, but not the regen.
I think this way would be more interesting, mainly because I think having the small demolishers function as a burst damage check is fine. It gives you a reason to invest in military researches to make certain your ready for it (especially if your like me and are adverse to uranium ammo). I like the idea of using your idea for larger Demolishers because it makes you need to change tactics again. And it could give you a better reason to use artillery on vulcanus.
I also like Dosh's idea for baby demolishers. I think it would be interesting to have Demolisher nests in some territories that will spit out a small demolisher somewhere in the territory if there isn't a demolisher in that territory already. I would want them to be closeable, but it would take sustained bombardment of artillery to do so, which could also make it spit out demolishers faster. Makes it a choice between spending a ton resources to close it, or just leaving it alone and occasionally killing a demolisher that comes out.
@@roboticgamer8990 did you read fff? devs literally have changed that because they thought that was too boring
@roboticgamer8990 the Friday factorio facts actually covered this. they mentioned how a large health pool left a lot of playtesters just circling the demolisher with a gun shooting it constantly for 10 minutes with no real technique
4:40 - YES, THANK YOU, the "rarity" names always sounded weird and the DF names were the first thing that came to my mind when they announced it. glad to see I'm not the only one.
A lot of people in the FFF comments (both on Factorio forums and Reddit) complained about the rarity names, but it boils down to what Dosh said: Kovarex is tickled by the idea of a "Legendary" fish and that's it.
@@woytaz A masterworks fish is pretty funny too to be fair but yeah
What? Why? Too gacha sounding for you?
@@SuperChausette To me, those rarity names would fit better in a fantasy game rather than an industrial/sci-fi.
@@SuperChausette Aside from genre conventions (which are significant but also simple), the names' meanings don't quite fit right. Uncommon and Rare are fine names until you've got Quality-grinding builds that let you place as many Rare power poles as you like. Meanwhile, Epic and Legendary imply a grand history that doesn't make sense for an iron gear wheel that has existed for two minutes.
My favorite idea for quality names would be thus
Super-Optimized
Hyper-Optimized
Giga-Optimized
Perfectly Optimized
For the same exact reason the dev used the ones he did- I think the idea of a Perfectly Optimized fish is hilarious. This is what peak fish performance looks like.
Two videos in a week is always a blessing dosh
One thing I think that should be added is multi monitor support. I feel like that is a HUGE quality of life improvement for those who could take advantage. Having a permanent map open and a space platform open at the same time. Would be awesome.
Good idea
I hadn't even considered that.. would probably be quite a bit of extra dev time, but that sounds like an amazing feature.
Maybe if you had multiple accounts, you could do it in a private multiplayer world?
Being able to have multiple map views opened at once would be a huge change but it would be really great
Managed to reach the Shattered Planet after about 8 hours of flight. A cool challenge I can think of (maybe even an achievement) is to get a fish there before it spoils. But something needs to be done about the asteroid density. Maybe have them have more health instead of spawning more of them.
Instead of the huge astroids chunks a large pieces just called planet chunk or something
Considering Factorio is so configurable they oughta make it a setting in map generation, similar to ore size and richness.
There is a quality of asteroids! Not the small chunks you get from them as resource, the flying ones!
Why they don't increase in quality instead of quantity?
Hello, and thanks for all the fish?
Yeah this is where I went wrong, I made a death world and upped astroids to 250% because....death world in space too?...havent got to aquilo yet but wondering if my pc is going to melt trying to get to Shattered planet
It was a feature originally that ice would melt if you didn't inuslate with Concrete, but that was seen as too difficult and annoying so they ditched it. It was in the Aquillo blog post
Hearing him wishing it was true just made me think: 'You don't need to wish for that, it was indeed true.'
Jokes aside I don't think that mechanic would do anything other than being annoying. You'll either just end up deconstructing any pipes that are in the way or add buffer zones to avoid melting future expansions.
Yeah, that specific fact sticked to my head so hard because I always neglect concrete and this video is how I get to know is no longer needed (still on Gleba xD) I'm actually kinda disapointed, that seems like a logical and "cool" mechanic.
It's kinda sad that they ditched so much stuff from Aquilo because that accidentally made Gleba the most difficult planet which is quite sad since I expected the last planet to be much harder
@@ulisesvillar6088you still need them, the way it made it so it don't melt ice directly is by making them unbuildable directly on ice, to build stuff on ice you mist have concrete.
@@bountygiver2hmm I get how this may functionally be similar enough but in practice it does mean the player can’t make the mistake and learn from it which imo is kinda lame for the last major planet you go to. I get changing it though for I’m sure many reasons, just I really thought the idea was cool and didn’t even realize it was changed till now.
you are far and beyond my favorite factorio content creator. You blend all the skills of a veteran with a simple factory narrative which helps us understand what's going on. I'm an intermediate player and am consistently blown away by what you achieve and your thought process. Love this video - excited for more to come!
I kinda would have liked enemies on fulgora, like perhaps giant leftover death robots and such. or maybe giant scrap machines, "Scrap titans" -- but in general, I really liked this expansion in pretty much every way.
That's one thing I'm a little disappointed in. I really enjoy how on Nauvis, you have to set up many more defenses than you do on any of the other defenses. i know they didn't want us to have to worry about EVERY planet being attacked while you were away, but Gleba didn't seem like it got much action at all, and considering the design of your base stays so small it doesn't need much defending.
There is a mod for that already!
Scrap titans that are basically just walking assemblers that just so happen to see your base as a source of fresh materials sounds like it could be fun.
@@quagmire111100if you scale up Gleba beyond the bare minimum the pentapods can get pretty out of control, to the point that having to replace buildings instead of repair them becomes the norm, at least until you can get spiders or artillery to get rid of all the nests in your spore cloud
My idea for Fulgora enemies would be modified combat/defender bots guarding scrap piles and ruins. They don't seek you out, but to claim the area/island they are on you'd have to take them out, preferably with your own army of combat/defender bots. I've never ever had to use combat bots ever and having to use them to claim more scrap mines on Fulgora would be interesting and would fit with the theme of an ancient advanced civilization long gone.
saved to watch later i dont have TIME right now dosh
acid production MUST be increased NOW
@@skoovee why does it say your reply is a minute older than your comment or am I dumb
@@TheChosenCat-zq7bz now it's 25 min ago vs. 43 min ago...
@@TheChosenCat-zq7bz thats a really good question!
@@TheChosenCat-zq7bz prob meth
I would love a Rampant 2.0 for Space Age, would be perfectly chaotic on all fronts
@@Deb_Boi rampant with some tweaking is gonna be incredible in spage. I wanna see resistance evolution with max caps that forces you to use all turret types by endgame for an effective defense
Rampant on Gleba
Imagine if Rampant reworks Demolishers to start claiming unclaimed territory for themselves.
adds sea monsters to aquilo or something
Rampant with the Gleba pentapods that strafe and go around buildings, yikes
I think the modding scene for Space Age will be great! An obvious category of mods is adding a new planet with its own unique mechanics. Players can then install the mod and go to the new planet from their existing game. No need to start a new playthrough, you can leverage your existing base. Super easy with space age to add stuff in isolation like that, since planets are contained entities.
Being able to select recipes in circuits is an AMAZING feature. I made a set of crushers that only recycle asteroids that I have too much of and it keeps the belt so perfectly balanced I'm amazed it works as well as it does. It was so extremely useful on my Aquillo and game win platform I can't imagine a late game platform without it now. I also really like how circuits in general are a lot easier and I worked with circuits more than I ever did before.
I did the same thing; turned it into a 'ship module' that goes on all of my ships now.
I just unlocked the advanced recipes with sulfur etc... so I need to either revamp it or figure out a way to modify the existing to other resources.
Yes, did the same thing with an asteroid reprocessing build, it’s super good for the outer system, where there’s way more ice but carbonic asteroids are in high demand for rockets
I also slightly appreciated this feature when building a mall, there are a few recipes with variants like logistics chests and power poles, and it's really nice to only have one assembler dedicated to each of them (especially if that assembler is geared with expensive/high quality quality modules). And did a similar thing for asteroids, it's very easy to handle them by having dedicated crushers for each type and setting their recipes depending on demand
I don't know how "more monotone than usual" is even possible
I cant believe i completely forgot the jellyfish monster. I have already spend over 200 hours in space age and i just completely forgot about him.
Jellyfish Monster!?
@@adwans1491 11:10
My brother and I took down the demolishers in tanks and it was indeed a boss battle.
The pentapods where terribe, managing to destroy out base like 3 times. And when I say terrible I dont mean bad, I mean powerful, definetly the best enemies.
Without turret spam those fuckers are HARD and as soon as they get you in their smoke you better dodge the lava patches or you're dead.
I found the small ones pretty trivial... though I may or may not have used nuclear impact shells which will take them down in 10-ish shells. I'm horrified of the medium ones though and haven't even tried to mess with them. I love them as an enemy.
I’m glad I started Space Age on 8x science cost. It gives some incentives for scaling a little without being punishing, which makes you get invested in each planet a little more.
Love u monotone king. Ur videos have always been amazingly calming and something to enjoy
I think there's an incredible amount of design space for a "military matters" planet where you need to kill enemies in order to gather the special materials required for that planet's science, which would unlock advanced military technologies like atomic bomb artillery.
the return of alien artifacts and alien science
I think more people than you realize would watch a 2 hour barely edited video of you rambling about mods or the game one way or another while wandering around a factory or building something, your commentary/retrospective type videos are good to put on while I do something that requires more attention. Happy birthday, be well.
I think the demolishers would be a lot more interesting as... an environmental challenge rather than a boss battle. Make them nigh un-killable, but have something like power shutoffs make them avoid your base. Maybe include ways to bait them into specific paths, avoiding your base entirely. Allow for damage or some special kind of building to repel them temporarily for high end bases. Make them _barely_ killable with some incredibly high end tech for the power gamers. Make their territories much larger to compensate for all of this and I think you have a pretty compelling environmental challenge. They'd become less of a boss and more of a force of nature that can destroy you if you're not careful. More shai hulud, less Risk of Rain magma worm.
Because ultimately, environmental challenges are what works best in factorio. It is a game about constant escalation and expansion, _any_ combat challenge ultimately boils down to the number of turrets you need to overcome it. The amount of resources you need to throw at it. Demolishers as is are functionally as engaging as destroying a biter base. The things that actually push the player in new directions are generally environmental stuff. The freeze on Aquilo, the lightning on Fulgora. These are things that force you to design your base in new and interesting ways, actually challenging you in the way the game is designed to challenge you. Enemies that can do that are I think where the game should look, creatures that require you to plan around them in interesting ways. Things that require you to change the way you build, at least the way you build defenses.
Great Idea! I hope someone makes it as a mod.
Alternatively: less shai-hulud and more overloading elite magma worm. Just make it hyper lethal and fast
@@purnen I mean... thats literally what they are right now?
I really wish they added the rate/ratio calculator mod into the game for 2.0. The only change I really dislike is needing to pump oil or mine uranium for the research since it interrupts how I normally play. I don't like setting up my uranium mining till I have everything needed for it and can build it all at once. Same for oil.
So many comment talking Pyanadons. I'm much more looking forward to you taking an interesting spin on the newly expanded base game. Like minimum spoilage time Gleba. Or, with the new massive resource and science production options you mentioned, death world expensive mode though that on it's own would probably just fall into the 'tedious' category.
We don't talk about Pyanodon here, Dosh is afraid of it
I also don't think Pyanodons would be super interesting to watch; it seems like from a viewership perspective it'd be all the worst parts of SeaBlock: extremely verbose, massive repetition in factory designs just different buildings/recipes.
Mods like Ultracube make for very interesting viewing because they're SO different; same thing with in-depth Gleba builds vs any other planet. I want to see more Dosh videos tackling that kind of totally strange new challenge, not just "Factorio 1.0 but really really long and arduous"
@@lelandbatey Yeah, pyanodons is just a massive meme at this point. Dosh made the mistake of acknowledging it, and here we are. I do like it when Dosh waffles, but I'm sure he has better projects for that planned already.
@@lelandbateyI'd love to see it because I loved all that from the sea block video. I'm also playing Py ATM and want to see how much better Dosh is at it than me lol
A Pyanodons video would be great to fall asleep to.
i bet a series where you start every planet from scratch could be a good way to get more in depth into the unique mechanics of each planet, and would lead to bigger bases on the other planets
I think the most "balanced" thing to do with promethium is to have depth in space affect the sciences quality. Not guarantee it necessarily but give like, a 40 percent chance increase if you are crafting in extreme deep space
Make promethium spoilable, real life promethium has a low half life so it would be lore accurate
@@asdaviqs5950 but if the ingredient spoils then the science should spoil too and that feels like too much time pressure for something you're incentivizing the player to fully utilize a thirty minute window on
could just make a building specifically for the space platform as well. forces you to build it in space only.
@@EternityRememberedcarbon fibre and rocket fuel from spoiling ingredients does not spoil either. And you could argue that once the prometheum has been processed, it's stabilised
Vulcanis needs a "spice" mechanic. The worm sheds a valuable waste product. After some bio research you could make repulsion or containment to direct their behavior.
I mean, the full spice cycle could work really well. Worms eat "spice" close to their territories and break into "trout", "trout" spread out then gather in clumps near, creating a "spice" blow and a small immature (squishy) worm that travels to claim some territory. The worms grow slowly over time (determined by time, buildings eaten, and neighbouring unclaimed territory).
Then just make worms that get too big for their territory and have no room to expand seek out more territory whenever a large enough region becomes unclaimed.
Make "spice" a later game ingredient that you need to balance the protection of, as blows can only be produced by letting worms consume blows.
Vulcanus is just solid rock and lava.. I wonder if Arrakis is what Vulcanus becomes in a million years after the worms have ground all of the rock to fine sand by crawling on it endlessly
I can’t wait for the rampant death world version of this!
I'm looking forward to the mods around "SpAge", particularly "SpEx" improving because the underlying tech has advanced so much. The two are compliments rather than competition.
You can bind a shortcut that toggles toggleable buildings, such as constant combinators.
I was glad to see new videos from you Dosh! Just got done with my annual viewings of your tower climb, marrow, and La mulana videos. Keep up the good vids, hope you’re doing well!
I definitely agree that the Shattered Planet being the cherry-on-top for dedicated players (leave the edge of the solar system as the official end), with a special surprise of some kind of form there, would have made Factorio to one "wow" game lore-wise as well, comparable to how Subnautica wowed me, when I completely didn't expect for there to be this in this world. A bit sad to not have that opportunity realized, but hey, we can now speculate our own special lore in Factorio for that thing.
If anything, I think it's the perfect anchor point for a mod. This shattered planet that nobody know anything about? Promethium merely accelerating research? That's just asking for both a high attack and research goal for reaching it. Bonus if actually getting in there to the secret, it requires stuff from around the solar system to research and build ultra-effective military tech as well as some sci-fi shielding, which would require space platform managing to the top level.
If you haven't noticed it, I am a sucker for gameplay elements all stringing together to one gigantic story/lore ending.
Besides the fact unlocking quality makes setting recipes in buildings take 2 clicks, my only real issue with quality in space age was how limited the usage of quality intermediates felt. Felt super easy to clog your base with useless uncommon mats that you had to specially deal with and extra production facilities for every specific quality.
Past that, I felt like the ship loading logistics were a bit messy and wasteful with the lack of mixed rockets (especially bad when building with quality), and ship flying logistics felt a little off when all you want to do sometimes is fly from place to place and stay there. If you didn't set your conditions correctly it was easy for your ship to fly somewhere then immediately fly back, often taking unnecessary damage or wasting time.
Past that and Gleba feeling a little bit TOO punishing if you didnt tone down spoilage a bit, I thought the experience was overall pretty fun!
Also on the topic of stack sizes for rockets, I wish specifically space platform foundation had a higher rocket stack size. Especially for your early platforms, it's a huge time drain to get all the foundation up, and the foundation itself is so expensive early on that it very much feels like all the extra rockets were an unneeded tax.
I also felt like at a base level there was a miss in the amount of stuff that required a mix of 2 planets. Theres a lot of flying between gleba and nauvis, and theres ONE technology that requires 2 planets (fulgora and vulcanus), but it really feels like there should have been one or two more technologies and buildings that relied on specific pairs of planets so you felt more motivated to makes routes between planets.
It'd also add more replayability since your choice of planet order would also affect what technologies you have access to from the combination of planets instead of just the individual planets techs.
Also while it's probably unnecessary complexity, I do wish the aquilo heat requirements played a little better with what exactly you need to heat.
Felt weird to me that cryo plants needed heating when theyre all about the cold, and same for furnaces when they ostensibly generate heat once they start running.
Similarly, needing to heat pipes full of sub zero thermoflux felt kinda odd, and same with the hot thermoflux.
It doesn't really matter at the end of the day, but it felt super unintuitive in a way that brought me out of the experience for a sec.
@@negativerainbow Worst one for me was having to heat pipes containing steam.
You turned down spoilage?
8:25 if you think about it there is drag in the form of the asteroids you pick up and the bullets you shoot out at them
I think you can do pryannadons in chunks, and do smaller challenge runs in between, so you can have somewhat of an upload schedule
I was initially not impressed with quality, however it does add a nice new dimension on how you can increase your output, beyond beacons and just brute-force scaling.
Space Age changes I want:
1. The ability to use high quality ingredients in low quality recipes or even lower their quality
2. The ability to transfer items between space platforms in the same orbit
3. More endgame uses for Uranium
Other than those three things, it's a perfect expansion pack.
More researches for promethium science is my biggest gripe, and to a lesser extent the research productivity research itself. SPM is the defining metric for megabases and now it can reach an arbitrarily high value just by waiting. Furthermore if you want to have a base that uses all science and hit some target, that target is always moving because you *have* to be researching research prod.
@ promethium science right now is just a research multiplier right?
I'm curious as I havent actually seen super high quality items yet myself what benifit would lowering their quality be? or would it be like if ur trying to get uncommon but you keep getting rare you want to be able to use that early mid game?
@ early game it means you aren’t punished for using quality, which would clog your system since you don’t have the recycler. Late game it means if you have 50 epic ingredients and 1 legendary, you can use the legendary with the epic instead of waiting for more legendary to generate. And also… why not? Why punish us for using higher quality items?
I'm also looking forward to the overhaul mods or mods that add buildings and/or planets. So many of the older overhaul mods were just about extending the gameplay of the game with pY being the pinacle of "too much." To add to that, I also find no joy or challenge in having to place 60 of the same building, just to create 1 item per second. Especially when those buildings can't be equipped with modules.
Either way; Space Age adds a lot of features and is a solid base for mods. Planets no longer have to be flat disks. The quality, added production bonus, and planet specific crafts are great. Perhaps a modder can come up with a building that has an added "reduce pollution" bonus, or default quality bonus.
While I enjoy the progression, with Aquilo requiring support from the other planets - I'm a bit disappointed by "The Shattered Planet." I know that scale in Factorio doesn't mean much - but having nearly 4 million kilometers of big rocks, makes me wonder what size the planet was. How did our Engineer even crash or enter the star system? no, I don't want to land on the shattered planet, but the current thing isn't it either.
That idea for demolishers requiring some way to turn the base's power off to avoid them is so cool and i would love to see a mod that implements it.
Idk about you guys but one game I'd really like to see Dosh play is Oxygen Not Included. I wonder how well he'd keep his dupes alive though everything including their own stupidity. It also seems like a game that'd be right up his alley.
oh yea! I used to play that game in like 2018-2020 or whenever it was in very early stages. Then it got way too complex for me (i think the last time i seriously played it was when they added diseases), so i never returned :<
would love to see dosh make sense of it
Love the content man. 2 hours of pure enjoyment into another treat. Thanks a lot!❤
I wish I could get as absorbed and be as good of a "planner" as a lot of you Factorio nerds are with every run of these videos. I can't handle Factorio and only get into early-midgame in Dyson Sphere Program before I give up due to spaghetti conveyors and feeling like there's too much to do and not enough time to do it in. I'll always enjoy seeing these massive builds though.
DSP has logistic Stations. Means after yellow science you dont need to connect with belts anymore. Just dedicate one Item production to one logistic Station.
For the mall you can use the small transport drones and logistic Stations that unload in boxes.
Alot of these big builds could and should be made in sandbox and copied over.
And the spaghetti is only really on the first planet. Just abandon it and make a mall on the lava planet with its copper and iron.
Time? And not using it in items/time? Strange concept...
Spaghetti is a puzzle you inflict on yourself. Why planning if you can just spaghetti the life out of it? Nothing is stupid if it works
I felt the same way when I started playing , and I learned to accept failure and deconstruct what was bad and make it better.
Team 01 for the win ! I thought Zyllius was a familiar name but it's only later i realized the famous DoshDoshington was in the same team as me in the LAN party, good guy IRL !
I really like your videos, they are very relaxing and help me practice my English. Keep making them, they are amazing.
❤️❤️❤️
your bases are very aesthetically pleasing
I actually watched the gleba base a few times on your last video, as I was impressed that you got in, did what was needed, and got out.
Thanks for your videos Dosh! I learned about Factorio through your videos, and I, after a year of not being able to play any games on my laptop, am finally installing it as I write this.
The interrupts took me a while to get the hang of, but they turn out to be quite handy for space platforms. Instead of having something flying back and forth between plants to pick stuff up, an interrupt can let the platforms loiter over one planet (like Nauvis) and be interrupted when science is low and that it must go get some. Same is true for picking up ammunition or rocket parts and all of that other stuff. Coming to this understanding really simplified the logistics and train schedules for me.
Can't wait to see what sorts of challenges are set before you.
I'm the kinda person who finished Industrial Revolution 3 before finishing the base game, so I'm really excited to see what the overhaul mods do for Space Age.
Factorio 1.1 required you to build wide to increase production. Space age added the ability to build tall.
I'm sad I only realised after the LAN event that you were there so I could pop by and say hello but then again, my introvertiness would probably just have stopped myself from pestering you 😁
Thanks for your Space Age tour and follow up comments. As always, fun to watch.
Yeah I didn't draw a lot of attention to myself lol
As far as wrapping my head around different planets.... Gleba literally killed me repeatedly before realizing eggs don't just turn into spoilage like everything else.
Well time to watch it 20 more times
Train interrupts are great; my trains all are set up with only one destination station, which is to pick up either fluid or cargo (depending on the type of train), then with two interrupts, one for low fuel (which is allowed to interrupt the other), and the other for when there's non-zero cargo, which then goes to the generic station corresponding to the type of cargo. It does require, then, that the dropoff stations be named based on what's going there, though, but with the button to insert symbols into the name being ever present on the text box, that's easy enough.
I thought about this a lot but I don't like it. How do you ensure the train picks up materials that actually *need* to be transported? I often intentionally have more production than consumption and I don't want trains wasting time picking up an item that isn't in demand -- it could potentially deadlock the base if too many trains do that.
I *want* to do this system, but I can't see how it would work reliably without having as many trains as pickup stops.
@@MinecraftTestSquad I have a train setup like this in my current base as well. I've been thinking of ways to add station priority bias based on how much of the resource is in demand/supply using circuits. My current design is not the best, mainly because the supply stations are unaware of the demand of stations which could maybe be solved using the radar circuit network? I'm not completely sure.
Honestly something I really want to do is multi-resource train stops so I don't have to build a ton of stops at places which need a lot of different resources in relatively small amounts.
The biggest problem I had with rocket logistics is when you did manually set a smaller rocket send amount, say 600 common quality agriculture science, it only sent those 600 bottles even if the rocket also had 200 uncommon bottles in it. so eventually you either dead lock your rocket as don't reach the send amount for any quality of science, or you enjoy a build up of uncommon+ spoilage as all the uncommon+ bottles spoil away in the rocket silo. The unsent items would be held in the silo for the next rocket.
I also didn't like you couldn't load the rocket and send yourself up with the load of stuff in a single rocket, but that was solvable by building more rockets/waiting.
You can't hide from pyanadons forever Dosh.
Is that mod easier or harder than seabloc?
@@SimonMesterlast time i saw someone beat pyanodons it took him 2500h.
@@SimonMester more like longer and more complex than a space exploration/seablock/nullius combo
He can, because unlike the constant commenters about it Dosh is smart enough to know pyannadons is way way too boring for a youtube video
@@adrianocs4 but is it long in a fun way, or just one of those mods inflating every recipe to drag it out
14:55 glad I'm not the only person who has difficulty keeping space age and space exploration separate.
Space Agesploration
I agree with all of what you've said! It is amazing that minor inconveniences, bad balance, low variety can be greatly improved upon by mods and it is a true statement of an amazing engineering behind Factorio. Designing the whole game as a set of mods over generic and convenient to use framework gives insane productivity and customizability. As usual, I wish there were more games like this.
8:00 someone made a graph to calculate how ship acceleration works depending on width, weight and thrusters. "Drag" is the most significant factor in it all. and you can completely ignore weight if you just adhere to the rule of building as many thrusters as you can fit width wise.
a friend of mine made a 2000 ton ship that is just a incredibly long stick, it runs on 3 thrusters and is only 20 km/s slower than my own 500 ton ship
Total War Factorio Challenge
Mods
-Enemy Race Manager
-ERM - Zerg / Garm Brood
-ERM - Protoss / Akilea Tribe
-ERM - Terran Units for Players(in Map Mod settings you can adjust Army cap from 1-5, increase it to 5 so more units)
-Entrenched Enemies(set spawn speed to 10 for maxium amount of enemies)
-Blood & Gore(because why not)
-Noxys Fading(meant for changing biter corps fading time to reduce lag)
-Also increase enemy base sizes too for even more enemies(tho not enemy base frequency since that caused some issues with that one Rampant mod run you did before)
Optional Mods for some extra fun stuff
-Ironclad gunboat and mortar turret (fork)
-doeWorks Rocket Artillery
-Heavy Tank
-AAI Programmable Vehicles(finally updated currently and can be fun to have)
-Basically any AAI vehicles you want
-Behemoth Enemies Mod(adds Behemoth variants of pentapods and demolishers)
-Fulgoran Enemies
-Atomic Artillery
Optional objective, how hard is it to kill 100 million biters
There is drag in space when you’re collecting asteroid fragments, you have to subtract their momentum from the ship’s momentum when you collect them. And firing bullets/rockets forward recoils and slows your ship down too.
14:00 If fruits spoiled fast, it would have made early game and megabasing on Gleba a nightmare.
13:00 On fulgora, I wanted to disable my roboport when lightning was going off. That way I could close down a network and keep my bots from getting destroyed. Unfortunately, you can't really talk with roboports, so I had to play around with switches and combinators. It kind of worked as I now lost only 2 bots over the 8 previously.
Yeah I agree, factorio is missing a lot of things like this but I don’t think the devs think it’s worth it to add
Something something pyanodons
Listening to your thoughts is always fun. I don't necessarily always agree, but your reasoning is always sound and well put together. (not that I disagree with anything said in this particular video, Space age is good.... just good)
I enjoyed watching your process for tackling the challenges as they came. My friend and I are just starting into a fresh game, and we have decided that we will banish ourselves to each planet we go to. Nothing but our axe and mind (excluding aquilo of course). So that will be interesting. Starting from nothing is honestly my favorite part of factorio. I, like many long term factorio fan enjoys watching a big ass base just do it's thing. I simply find the early spaghetti nonsense the most engaging. Just slapping random shit together to try and hodge-podge a semi useful base out of limited resources is delightful. So the ability to start again, under different circumstances multiple times is probably my favorite part of space age.
The DLC was so good it was one of the few times I felt sad beating the game...
honestly i completely agree with this retrospective, i love how i almost just finished watching the video itself just before this was posted, also i honestly can't wait to see how/if Space Exploration will couple with Space Age. (edit: also as much as i would love to efficiently have a optimal blueprint for everything i need, not only is that alot more work then i think i could possibly invest, but also i find free-handing and/or spaghetti the most fun way to play factorio.)
I saw your thumbnail and the mark "1 hour ago" and thought that i surely had to be halucinating. I am not, how lovely!
thank you king
One thing that thrilled me about space exploration is space platforms in orbit, stationary. Building a whole factory up there just seems so cool but when I played it the logistics just were too tedious: rockets are unwieldy and need a lot of circuit condition stuff if you really want to make them versatile; and cargo delivery guns just feel like something too small for serious stuff but apparently it is the way to do actual interplanetary logistics, which is _weird_ for my sense of logic. Spacetrucks should be the way to go, no?
Also building a dyson sphere/swarm would be a great feat because of how much solar you get in space but having to use a late unlock of beams to actually make use of that kills the idea pretty early.
Despite getting beta access to space age, I barely played it because I have a lot going on in my life and gaming interests but I try to keep my mods updated. I barely got to oil on Nauvis so I am probably not going to finish Space Age by myself anytime soon, so thank you for your videos!
One annoying thing is that fusion power cell is blue and Plutonium Energy's MOX fuel cell (well, it's plutonium fuel cell now) is also blue, although a slightly different hue. Had to learn blender to make a new icon but still haven't implemented it, eh.
15:40
You can request items without full rocket cargo
It was added in a update maybe after his video
No it was there it's just something you need to do manually per item request which is annoying if it's something you're waiting to be constructed
After all of the work in balancing the whole of space age, and all of the design and thought that went into everything added, the quality names being entirely because “legendary fish” is funny works for me. I for one prefer legendary spoilage though
This DLC has been so fun playing. My friends and I just got Vulcanus and just unlocked cliff explosives so able to build out further.
I think many of the design decisions which dont make sense for those who have a really strong handle on the game and go around discussing and optimizing, do make sense to simplify things for those who play more casually. I.e having to reload because your spaceship gets into trouble later into a long flight and you don't have a blueprint or industry to easily just put down a new iteration can be unfun, being streamlined into an easier build (slower, more narrow) instead can be a compromise. And since those giving most active feedback in factorio likely unproportionally love increasing difficulty means that though there are ways to trivialize aspects, this just offers the casual players more moments of feeling clever, while mods can solve the difficulty for everyone beyond that - the reverse would be illogical as the casual players won't be downloading mods for their one and perhaps only playthrough. And even for those optimizers, making different overpowered builds is a neat challenge of its own - while the number of ways you can approach any issue means that making mistakes or being unoptimal with a certain part of the game can be fixed without having to improve ALL of builds - i.e if your main base starts getting locked due to resources, you can simply focus on the largest cause alone, relieving pressure everywhere else.
Also means that you can unlock the content whenever you want, with first attempt spaghetti. In fact, i'd love the divide to be even bigger - keeping the initial steps "easy" as they are, while any upgrades would increase cost exponentially.
16:48 "ok by.."
Yeah, I really agree when you mentioned how
congrats on 300k
I love Space Age. If I were to provide constructive criticism, it would be that the game could have used more time in the oven. It feels like a lot of last minute changes and compromises were rushed out really close to release. Version 1.0 benefited from a very long early access period where they could get feedback from the player base and make factory breaking changes because nothing was final. Now that 2.0 and Space Age are in retail, breaking factories to make changes is much less likely. If they had released the expansion in early access, they could have played with and fine tuned more of their ideas.
All said, I would like to reiterate, I love Space Age. Excellent Expansion.
Same. There's lot of small things that are definitely result of being rushed to fit the release date.
I certainly wouldn't mind if they added more depth to the various planets in a further update or expansion to the game. Getting Nauvis to the state they did took quite a few iterations after all.
Still on the plus side is that they added a lot of new mechanics to the game that mods can now access in an easy and efficient way to get far more variety then was possible before. So even if they never do it themselves, I imagine total overhaul mods in time will.
I think my one complaint with Space Age is that everything scales vertically rather than horizontally.
Factorio is a logistics game at heart, and when you start to scale things to insane degrees vertically with huge amounts of productivity and quality then everything gets smaller. Smaller builds are a lot less complex logistically, because you don't need to figure out how to most efficiently use the space you have.
To me the joy in a megabase is the scale, not the output.
That aside though, it's amazing. It's interesting, fun, polished, and really just fantastic.
So you’re saying you would prefer more electric furnaces vs a few foundries?
@@OscarPerez-w1f It's not about disliking foundries, I actually really like them. What I'd prefer is for my foundry factory to end up larger and more logistically complex than my electric furnace factory, rather than smaller and simpler. Especially when you start getting into high levels of quality and beacons, builds end up really small even though the throughput is high.
When I say the factory must grow, I don't mean the output, I mean the footprint.
@@Jademalo but that would just lower the space/production ratio of the foundry, which would reduce its superiority over electric furnace.
@@OscarPerez-w1f Then scale the throughput required for the later game sciences such that the point where you transition your factory to foundries necessitates a bigger factory than you previously had with electric furnaces. I'm not saying to nerf foundries, I'm saying to make the crossover point result in the factory getting bigger rather than smaller.
In vanilla, as you're upgrading your factory it always gets bigger. When you upgrade to steel furnaces you don't do it to lower the number of furnaces you need, you do it instead of building more. Foundries are so good that you barely need any of them to satisfy all needs, so the factory gets smaller.
Look at Dosh's Nauvis for example, he has 72 foundries for each metal ore, whereas he had 192 iron furnaces in his starter base. Is it not weird that endgame iron smelting is both smaller and a less complex logistical challenge than pre-space iron?
@@Jademalo firstly, foundaries are definitely a bigger logistical challenge since you need to automate the shipment of calcite from across the solar system to keep them running. Secondly, making foundries take more space would be a nerf, because as I said before, it makes it “less better” than smaller alternatives
A cool thing for Vulcanus would be nearby behemoths would try to expand into the unclaimed area by slowly moving towards it, and if shot would reatreat, but needing a specifric amount of damage to deter, with that amount increasing witrh the size
People are memeing about Pyanadon, but I'm much more interested in various new challenge runs -- like starting on aquilo with a space platform you use to get all of your resources, or some other concept. I also find those just more appealing than a long playthrough of a mod; I've rewatched seablock several times, and each time I get lost in the middle and lose the context and investment amidst the hundreds of crafting chains.
On the topic of compact ships -- my first three ships were large bricks, and then I realized width was the limiting factor for speed. So I built a small, cheap, compact design only nine tiles wide and could just slap down another one whenever I wanted. I ended up with dedicated ships for science, and then other dedicated ships for moving buildings and modules between worlds -- I only started using a ship that did a circuit between all the inner planets before Aquilo, and that was mostly just to simplify logistics.
Quality is really fun -- I sunk a bunch of time into building a factory for epic and legendary quality modules on Fulgora. Building a tiny ship that basically had only one or two buildings doing each recipe (thanks to quality buildings and modules) and watching it reach the edge was very fun.
I love the rarity names, reminds me of some of my favorite RPGs, in a good way. Don't let it get to you :)
I legitimately cannot wait to see what the mod makers will do now that there's so many more mechanics and hooks added to the programming.
And by "cannot wait" I mean "I want it now, damnit!"
Your deadpan monotone voices is perfect for your comedy style.
I agree with your thoughts. Mine thoughts so far (I haven't finished a run yet) is that Space Age is a good expansion, the only thing I wish it had was more of everything. More planets, more materials, ect. I'm enjoying the challenges of each planet, and how each makes you rethink how you build a base.
The main thing I'm excited for is to see how Space Age influences mods going forward. I'm hoping to see more enemies and new processes going forward, even if they're not as game changing as some of the stuff in Space Age is.
I also think having demolisher nests would be cool. What I think would be cool is if they spawned as a huge pit between demolisher territories and would spawn small demolishers somewhere in those territories a certain amount of time after you clear them. You could close them, but only by bombarding them with artillery. And if you did start bombarding them, they'd ramp up the rate they spawn demolishers and also cause demolisher grubs to b-line twoard the closest structures. I think it would be cool to have to choose between the upfront cost of closing the nests and the occasional heavy cost of killing a small demolisher.
Considering that you liked the space ships the most and such, a game that might interest you and might be up your ally would be "Cosmoteer: Starship Architect & Commander".
Though logistics challenges are mostly about how to set the crew to handle everything, not the full automatic factory approach.
Im soon headed for Aquillo in my run but I’m already ready to tear down everything and just rebuild everything on Vulcanus and just ship things over. Having gotten enough biolabs to uncommon/rare quality and having my system gradually replace all my beacons and modules with better quality I’m already above a research speed of 30 on my labs and have greatly gone beyond any level of mega base i had prior attempted. The new Quality and module changes make going large scale even more extravagant; cant wait to setup legendary production and start only building in legendary to truly break everything
Looking forward to more of your thoughts on enemies! Even though Kovarex doesn't watch a lot of Factorio RUclips, some of us watch too much. :P
I'm still thinking!
Once I manage to crack the code I'll also start thinking up the only combat oriented overhaul
@DoshDoshington Most RTS is designed around limited resources. Tough to design an RTS where one player can have unlimited turrets. Would need something like a "combat AI" budget separate from other mined resources and proximity based. With too many turrets close together overloading the system like with beacons. So quality and variety are more important than quantity.
Imo the reason company feels eh is because there is no reward for it, only prevented punishment
I love your challenge runs!!!! looking forward to new ones!