Cliff explosives, speed and productivity 3 - Factorio 2.0 Space Age EP17
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- Опубликовано: 26 ноя 2024
- Unlocking productivity 3 and speed 3 modules for factory optimization and prepping for Fulgora.
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In episode 17, we’re reaping the rewards of our interplanetary setup by researching productivity 3 and speed 3 modules, essential tools for maximizing our factory’s efficiency and throughput. Setting up builds for these modules presents new challenges as their ingredients push our logistics to the limit. Alongside these advancements, we’re tidying up the base and getting our next spaceship ready for a trip to Fulgora. Join us as we tackle these upgrades and continue optimizing our interplanetary operation!
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...and turrets do daisy chain like labs. Feed one and then into the next.
You can snap cargo bays onto your landing pads as well as the space platform starter kit. They expand your available storage by quite a bit. Important note: Inserters cannot interact with the cargo bay addition, it has to touch the actual landing pad or starter kit portion of the platform.
Wow I never through of snapping cargo bays on the landing pads
I started space age from scratch. Slow start, as usual, and now up to blue science and I realise that I messed up factory layout :-(
Conteplating to build robots and rebuild or start over again.
@@texnoti if you're in your starting area, just migrate to a new area and leave your old base. You wanna move closer to bigger resource patches. Use oil and flame throwers to clear the bigger nests and find yourself an nice area for the new base. No need to restart
Ep 17... comments ! 1) There was another power shortage. This must be the 5th or 6th time we see a power shortage for one reason or another. There should be another one in the future. I kinda remember someone who had put an automated warning in his factory that would alert him when power was too low. Here's what I remember: place a Programmable Speaker in the factory near a power pole. Connect the Speaker to the Power grid using wire. Set condition for the Speaker to send a particular AUDIO warning when the satisfaction of the factory is below 100% (or, it could be when Accumulator charge is at zero, you can test this). This is the approximative procedure since I don't remember exactly what he did, but it worked. You can figure out something. 2) New space platform design: I think each space platform should have a Cargo hub. I'm talking about the structure that expands cargo capacity. It could become useful. Does the cargo hub need to be attached to the main structure ? I don't know. If it doesn't need to be attached, it can be added to the current design by extending the platform in a corner. 3) Suggestion: edit the current basic city block design to make the concrete path a lot wider around the edges. This will place more concrete, make the place look better, and give your character more speed boost. It will also give the bots something to do. Allright, talk to your later.
@@power2084 where are you seeing these power outages I've never noticed them (except due to steam in the nuclear water pipes)
@@DataEngineerPlays I remember three other power outages in the 5-6 previous episodes (in one occasion it was because the depleted uranium cells chest was full, the other two times, I don't remember). Every time, the problem was easy to fix but we don't know for how long the power was out.
@power2084 those power outages are all due to the same issue and now I think it's fixed. It was because the Steam was in the water line at the nuclear reactors. I cleaned up the alignment and haven't had an outage for a long time now. But the accumulators do help with the laser turrets I think
@@DataEngineerPlays hey I was wondering, the name of the guy you saw play Factorio at insane difficulty level, is it Yama Kara ?
@power2084 Michael Hendricks or something
I use alot of trains, Railworld...