NEW PLANET FULGORA; A Planet Designed to Kill City Blocks Bases | Factorio DLC "Space Age" | FFF-399

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  • Опубликовано: 10 июл 2024
  • FACTORIO SPACE AGE
    Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.
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    #Factorio #StayEffective #SpaceAge
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Комментарии • 99

  • @blitzblade8870
    @blitzblade8870 4 месяца назад +88

    I think it actually says that rails cannot be built on the oil, only the elevated rail supports (and thus elevated rails)

  • @dralord1307
    @dralord1307 4 месяца назад +81

    Holmium is used often in nuclear reactors and is used in magnets. It has IIRC the strongest magnetic field. So it actually makes perfect sense for the tech on this planet. Titanium wouldnt fit at all.

  • @baloonick4904
    @baloonick4904 4 месяца назад +48

    In the recipe on the last screenshot, you can see that quality module 3, requires some blue wire to work. I suspect blue wire might be a superconductor. So I suspect that the recipe for modules will change and the holmium will be required to build the best modules.

  • @NoerLuin
    @NoerLuin 4 месяца назад +36

    In the caption of the factory in an older version they do say that landfill for the oil ocean will be unlockable.

  • @SkorjOlafsen
    @SkorjOlafsen 4 месяца назад +16

    So we have the spaghetti-belt planet, and the rail planet. I'm guessing the next is the bot planet.

  • @Xudmud
    @Xudmud 4 месяца назад +20

    The caption does say that they turned up the damage and frequency of the lightning for demonstration purposes. Though most likely there'll be a mod that restores that for the people that want that kind of torture.

    • @rakaydosdraj8405
      @rakaydosdraj8405 4 месяца назад +2

      Pollution% = Lightning rate?

    • @Kubamorlo
      @Kubamorlo 4 месяца назад +1

      more lightning would be more of an upside than downside tbh

    • @Xudmud
      @Xudmud 4 месяца назад +2

      @@Kubamorlo Assuming you can farm it of course.

    • @cionnar
      @cionnar 4 дня назад

      Dosh is gonna have fun pushing the planet-specific quirks to their logical extreme

  • @Vadymaus
    @Vadymaus 4 месяца назад +31

    You might want to craft modules on Fulgora because there are many red and blue circuits that can be obtained from scrap.

  • @robslaney3729
    @robslaney3729 4 месяца назад +8

    No mention of whether bots will be affected by the lightning. Given Earendel's distaste for bot based bases ( i.e. Robot Attrition mod ) I wouldn't be surprised if the planet will be hostile to bots

  • @Scottybones11
    @Scottybones11 4 месяца назад +12

    I absolutely love how they made this planet unique. I can't wait to play the expansion

  • @blitzblade8870
    @blitzblade8870 4 месяца назад +8

    I'm fairly sure the foundry will be useful on Nauvis (if not Fulgora) since calcite is used for the lava --> moltern iron/copper recipe, and (presumably and hopefully) not the iron/copper ore --> moltern iron/copper recipe

    • @Tudor_Rusan
      @Tudor_Rusan 4 месяца назад +2

      Melting iron/copper ore does require calcite, and we've seen screenshots of calcite drop-off stations on Nauvis.

    • @Lyss3r
      @Lyss3r 4 месяца назад

      i do hope that if calcite is needed for melting the ores that it puts out used calcite that can be recicled in for example a chemplant for the same amount of calcite because i dont expect bringing new calcite in to be very fun especially when considering that vulcanus has a gravitatioin of 40 m/s2 while nauvis ahs 10m/s2 wich would propably make rockets carry much less

  • @cybercider6620
    @cybercider6620 4 месяца назад +4

    17:47 I have to disagree with this. The vulcanus big drill is an upgrade to mining, the electromagnetic plant is an upgrade to circuit and module making, and the foundry is an upgrade to smelting. It works much faster than furnaces, has twice as many module slots, and has built-in productivity. And on top of that, all of its productivity and modules trigger twice, because first you melt the ore and then you cast the metal. Not to mention transporting metals by pipe instead of belt is very convenient. All that for the small cost of importing calcite from vulcanus, which is consumed slowly and is very light to transport. The bonuses are definitely worth the slight extra logistics, you are 100% supposed to bring the foundry to other planets.
    The real reason to build large factories on each planet, is because of the "exclusive recipes" system revealed in the factoriopedia fff. The new science packs, and most new buildings, can only be crafted on their home planets. You can use them anywhere, but they need to be made on-planet and then shipped with rockets. So, all of your SPM for the new sciences, and all the quality setups for the new buildings will be on the planets, which would also include all the infrastructure to support them (mining, processing, intermediates, defense...). Also there is of course the production of all the rocket parts needed to launch everything. You could try to import those in rockets, like people do in SE with cargo rocket parts, but that would be both expensive and slow, especially too slow to keep up with megabase throughput.

    • @IExistSometimes
      @IExistSometimes Месяц назад

      I don't think they've yet shown how you obtain molten metals anywhere except vulcanus, I'd imagine the process for converting raw ore to liquid is probably power intensive/slow to incentivise localising your main forges to vulcanus. That said, they do show the foundry on nauvis in a later FFF, so it must be at least sometimes convenient, likely due to the throughput.

  • @Charlie-kc6py
    @Charlie-kc6py 4 месяца назад +7

    Electromagnetic Plants may be lightning-powered only

  • @cheetored20
    @cheetored20 4 месяца назад +9

    Titanium is already on Vulc. Also im pretty sure Holmium was in the games files already, just unused.

  • @inkwell60
    @inkwell60 4 месяца назад +13

    As a seablock player, this is probably going to be my favorite map. But I can definitely see this being a huge headache for players who haven't/don't play overhaul mods having to deal with managing ratios for the shear number of biproducts from recyclers. I wonder if they are going to give us options to void excess materials like turning iron into ferrous chloride, etc.

    • @user-jd5kb7ri5r
      @user-jd5kb7ri5r 4 месяца назад +8

      You can void anything via recylcers. Since you lose 75% of the materials, you can just keep building and recycling things over and over to "void" them.
      In practice, it's probably better to throw in some quality modules and get some higher quality stuff, and just treat your quality loops as resource sinks for excess resources (at first).

  • @JulieanGalak
    @JulieanGalak 4 месяца назад +2

    When I read the FFF, my first thought was "this was designed to keep Nilaus from building city blocks" :)

    • @radordekeche947
      @radordekeche947 4 месяца назад

      I don't think that's going to be the case. Sure, you won't be able to use a city block template, but the planet seems designed to encourage small, disconnected, and specialized factories. I.E, city blocks.

  • @IExistSometimes
    @IExistSometimes Месяц назад

    You can see in the quality module bit that the tier 3 modules (or at least tier 3 quality modules) require a blue cable, which I'm going to guess takes holmium. I'd imagine that blue cable is also used in various high tech buildings, and represents that consistent holmium supply you suggested. I also think that the recycling scrap is likely to remain appealing for quite a while given its ability to spit out blue and red circuits (unless very clever max prod setups manage to make things more efficient, which may be the case in the late game) should make for very high circuits/mining operation compared to mining iron and copper, particularly since if holmium is your main mining objective then lategame they are practically free side products

  • @gamerelite3989
    @gamerelite3989 4 месяца назад

    in the videos there is mention of soft sand that has an oily substance in it so that been said there might be fuel generators to backup power generation beside solar until you can get lightning collectors up to speed on collecting/protecting/providing your base with the main power you need just a thought :)

  • @alexbakker8785
    @alexbakker8785 4 месяца назад +40

    Holmium is a real-life chemical element. Saying this is taken from a mod is like saying iron and copper have been "copied" from other games.

    • @Nilaus
      @Nilaus  4 месяца назад +10

      There are 120+ elements and they choose exactly the same obscure random rare element as Space Exploration

    • @alexbakker8785
      @alexbakker8785 4 месяца назад +10

      @@Nilaus If they had chosen a different resource, you would've also said they would've taken it from Bob's or another mod?
      Whatever resource they had chosen, it has to make sense in terms of production of intermediates doesn't it, so it's not actually 120+ that they could choose from.

    • @Nidkidful
      @Nidkidful 4 месяца назад +6

      ​@@NilausIsn't one of the devs for this the guy behind space exploration? It makes some sense to see this as sort of a take two/cannon attempt at space exploration, so making similar decisions for some things makes a lot of sense.

    • @BLXXCH
      @BLXXCH 4 месяца назад +26

      @@Nilaus Holmium has the highest magnetic moment of any element and is used to make the strongest magnetic fields possible. This feels fairly relevant. It's also used in nuclear power production so it might be used for endgame power production. They are also a candidate material for quantum computers, so if could impact research maybe?

    • @thakillman7
      @thakillman7 4 месяца назад +1

      Iron and copper is in a million games. Holmium, not so much.

  • @user-zo8cw3qv1j
    @user-zo8cw3qv1j 14 дней назад

    17:52 calcius might be needed only for lava. You still can make molten of iron/copper

  • @markquavertune2003
    @markquavertune2003 4 месяца назад +1

    Looking forward to playing this .I would like a mod that has people over the map ,incrementally , that need to be rescued from the biters .Once rescued they are integrated into the factories process .Especially research .The dynamic would be based on a doomed spaceship in orbit and the personnel are escapping via drop pods .The player has a helecopter with a winch to do the rescuing .A general proximity alarm signals when a drop pod lands .The challenge .Get the people before the biters do .Aspects of factory effeciency will increase as more people are integrated .In the case of this map some pods would land in the quicksand .So time would be of the essence as well .The contiuation or loss senario . How many saved or how many lost .Flying biters ? That target the personnel rather than the structures ? What if biters did not evolve but were just tough in the first place .What would feed the biters on these planets ?

  • @jonasholst9293
    @jonasholst9293 4 месяца назад +1

    I can't see why they would try to stop you from building any kind of base. That is like trying to stop people from having fun. They are limiting some aspects in the early parts of the planet, but it will all open up at the end.

  • @spaceman7019
    @spaceman7019 3 месяца назад +2

    Whats wrong with titanium?
    Its not magnetic, on the magnet planet you want a magnetic element.

  • @emarfentemel
    @emarfentemel 4 месяца назад +1

    If I remember correctly, you get cliff explosives on Vulcanus

    • @Garagantua
      @Garagantua 4 месяца назад

      Iirc they said you'd eventually unlock them for Vulcanus, but not that it happens *on* that planet.

  • @HurricaneRainbowOG
    @HurricaneRainbowOG 4 месяца назад

    yah can't wait lol

  • @deanlawson6880
    @deanlawson6880 4 месяца назад +3

    Hahaha... Funny how it seems like you (seemingly sort of) take personal offense with the devs for having this planet "kill off" City-blocks or even bus style factory setups with this planet and how it works. You know since you, Nilaus, are sort of synonymous with big awesome city-blocks style base builds. I learned all I know of City-blocks base builds from watching your awesome Factorio "Let's Play" videos here on RUclips. I'm sure LOTS of other people have as well!
    I kind of like how they are doing this, making city-blocks and bus bases obsolete, at least on this planet, and sort of forcing us to build differently. I know basically all my Factorio builds are all sort of similar massive City-Blocks train bases now.
    This planet of Fulgora is really going to be a challenge. I definitely see this as a plus. This is going to be fun and interesting.
    Thanks for a good and thoughtful video on this Nilaus!!

  • @keanyang
    @keanyang 4 месяца назад

    Something new to me

  • @DennisRyu
    @DennisRyu 4 месяца назад +1

    Didn't follow the development and all that but is the DLC basically the Space Exploration mod made into an official DLC? Looks like it.

    • @caliperstorm8343
      @caliperstorm8343 4 месяца назад +1

      Yes, the designer of the Space Exploration mod is working on the expansion

    • @raizors1331
      @raizors1331 4 месяца назад

      @@caliperstorm8343 No Earendel works on graphic design, the content itself is made by another team. The only overlap between the expansion DLR and SpaceExploration is that they both got into space and expande into other planets, which is as good as none at all.

    • @MarkMichon7
      @MarkMichon7 3 месяца назад

      Read the FFFs starting in late Aug last year, they explain it all.

  • @fremenondesand3896
    @fremenondesand3896 4 месяца назад

    Will lol if someone makes a heavy oil to CO2 and H20 Mod.
    Could even be a "heavy oil reactor" that produces heat
    H20 could be in a gaseous form, that spins turbines to generate electricity, then condensed into liquid form.

  • @pankaktus7772
    @pankaktus7772 4 месяца назад +2

    18:12 probablyy yes but to craft 3 tier of quality modules you need blue wires probably only possible to get there

  • @markquavertune2003
    @markquavertune2003 Месяц назад

    Could the biters hide in the sand ?

  • @rakaydosdraj8405
    @rakaydosdraj8405 4 месяца назад

    Fulgaran bases will be all about building rockets while NOT deadlocking your Holmian Ore production with waste products.

  • @putinstea
    @putinstea 4 месяца назад

    Dune - desert planet.

  • @distantcam
    @distantcam 4 месяца назад +3

    The "microservices" planet. :D

  • @Z1pZ1p3r
    @Z1pZ1p3r 4 месяца назад

    Do we have an approximate release date for the space age expansion?

    • @bmobmo6438
      @bmobmo6438 4 месяца назад +4

      They said "about a year" in FFF-373 which was posted august 25 2023 so probably august or september

    • @piotrduda8030
      @piotrduda8030 4 дня назад

      October 10th 😊

  • @istvanvozary5184
    @istvanvozary5184 4 месяца назад

    What is the relation between the dlc and space exploration? Be it devs or just inspiration?

    • @ivanivanov938
      @ivanivanov938 4 месяца назад

      Read August fff

    • @caliperstorm8343
      @caliperstorm8343 4 месяца назад

      Creator of the mod got hired by WUBE and is working on the expansion. The concepts have been around longer than the mod, though

  • @alexbakker8785
    @alexbakker8785 4 месяца назад +1

    You can probably at some point send fuel to nuclear reactors to this planet.

    • @jmatya
      @jmatya 4 месяца назад +2

      Nuclear reactors use a lot of water constantly to produce steam, so you'd be racing to produce enough ice to provide your reactors with enough water to mine enough scrap to produce enough ice... So I can rather imagine to build big fields of lightning collectors and accumulator to be on lightning power.
      Depends of course if the only hazard is the environment or the they will be any moving threats like big robots awaking in the depths on your drilling 😅

    • @user-jd5kb7ri5r
      @user-jd5kb7ri5r 4 месяца назад +2

      The problem isn't the uranium, it's the water. Nuclear uses TONS of water. No way it'd be worth shipping in that much water. Just use the lightning.

    • @alexbakker8785
      @alexbakker8785 4 месяца назад +1

      @@jmatya Yeah, you're right i forgot about that :)

    • @KrimsonStorm
      @KrimsonStorm 4 месяца назад

      Would be a fun challenge, though!

  • @erubianwarlord8208
    @erubianwarlord8208 4 месяца назад

    if the devs want to make this the Train planet then they will be sorely disappointed when people make fulgoran landfill mods to subvert them

    • @caliperstorm8343
      @caliperstorm8343 4 месяца назад +2

      The FFF mentions that they already added Fulgoran landfill, it’s just late-game and quite expensive

  • @NoOneStellar
    @NoOneStellar 4 месяца назад

    I love reading the FFF's. I love hearing your feedback and breakdown. Looking forward to the release and the subsequent marathon to come. The anticipation and the slow burn as we head toward the DLC's release is just right for me.

  • @thakillman7
    @thakillman7 4 месяца назад +1

    The scrap stuff is really cool. I've felt for a while now that Factorio really missed a big chance with more environmentalist ideas. Recycling is one of these things that seems like an obvious step for the game that nevertheless has taken ages to materialize.

  • @Locomotor1979
    @Locomotor1979 4 месяца назад

    nilauss that's whit the new train bridges not uggly they arent really crossing train base moment

  • @zekeking8539
    @zekeking8539 4 месяца назад

    >tesla items
    inb4 wireless transmission towers, and Teleforce Rays. Biters Beware.

  • @Nathr
    @Nathr 4 месяца назад

    Positive comment :)

  • @rhueoflandorin
    @rhueoflandorin 4 месяца назад

    I think there actually is a plan to have a new type of landfill, specific to oilsands, but far more difficult to access/expensive to get to that stage. And we don't know the SCALE / max size the islands can actually get to...they could be quite massive..... a single screenshot of part of a map isn't enough to go on..
    But I agree: on Fulgora, efficiency modules will probably be more applicable for wide-scale usage compared to their usefulness on nauvis, simply because of how energy will be obtained...reducing the energy cost of builds will go much further on Fulgora than nauvis.
    Also: wrong about the only way to get water is ice in a chem plant.
    You forgot: water can be barreled, and shipped. Now, whether that is too expensive or not will be an issue to consider, but in the case where a fulgura base is simply consuming too much water and needs delivers of water...Nauvis will have to have a build that supplys barrels of water to Fulgura.

  • @shadowhenge7118
    @shadowhenge7118 4 месяца назад

    Its gonna make megabasing impossible i think.
    Also is there gonna be a blue circuit network i missed? Towards the end i saw a blue wire.

    • @juriscervenaks8953
      @juriscervenaks8953 4 месяца назад

      @shadowhenge7118 Blue wire is probably ingredient, but i would like if they added 1 or 2 more wires, so we can control big circuit networks better.

  • @tyraelpl
    @tyraelpl 4 месяца назад +1

    There is around 93 metals (of 118 elements) in the periodic table of elements, depending on who you ask. Being generous let's subtract 23 which are either very reactive in the 1 and 2nd group or very unstable, the super heavies or are already in the game (Fe, Cu, U). That's about 70 metallic elements to choose from but they HAD to choose the one that space exploration uses a lot xD
    How about using iridium? That's a cool metal, and used in space engineering in real life as well. Or how about thorium? Can you find a more awesome sounding metal that one named after a norse god of thunder? Can you even get any more metal?

    • @interessierterbeobachter1087
      @interessierterbeobachter1087 4 месяца назад

      This planet also seems to be about electromagnetism so some metals make more sense than others.

    • @tyraelpl
      @tyraelpl 4 месяца назад

      @@interessierterbeobachter1087 Okay then, how about neodymium?

    • @interessierterbeobachter1087
      @interessierterbeobachter1087 4 месяца назад

      ​@@tyraelpl Holmium, like all of the lanthanides, at paramagnetic in standard temperature and pressure.[9] However, holmium is ferromagnetic at temperatures below 19 K (−254.2 °C; −425.5 °F).[10] It has the highest magnetic moment (10.6 μB) of any naturally occurring element[11] and possesses other unusual magnetic properties. When combined with yttrium, it forms highly magnetic compounds.[12]

    • @tyraelpl
      @tyraelpl 4 месяца назад

      @@interessierterbeobachter1087 Any element has some uniqueness to it. Y or ittrium was my 2nd thought when it comes to superconducturs. All im saying they could have gone with something else cos when you dig there are other means. Dont need wiki pastes for that.
      Btw when it comes to chemistry or rather material science it's almost never about just one thing, one element. It's always a composition. Does Ho have some distinct properties? sure. It alone doesnt do anything tho. They didnt need to focus on Ho, could have focused on Y or I dunno, liq He to cool down those "super" systems. They couldve been more creative instead of just blatantly ripping off the whole concept down to the key element, literally.

  • @rhueoflandorin
    @rhueoflandorin 4 месяца назад

    Also, you forgot: Titanium and Calcite both appear on Vulcanis.

    • @Kagron12
      @Kagron12 4 месяца назад +1

      No it's tungsten

    • @rhueoflandorin
      @rhueoflandorin 4 месяца назад

      oh...youre right@@Kagron12

  • @micheljolicoeur6094
    @micheljolicoeur6094 4 месяца назад +1

    Personally I love that they are using the day/night mechanic since the lightning storms are only at night.
    Pump jacks also float on the quicksamd.

  • @blitzblade8870
    @blitzblade8870 4 месяца назад +2

    Since the foundry can craft the low density structure I presume that the electromagnetic plant would craft the rocket control units
    With the native +50% productivity and legendary productivity 3 modules giving +25% each, rockets should be incredibly cheap in the end game!
    I presume that on the third planet (Bacchus) there will be an equivalent building for rocket fuel too!

    • @sunRay04
      @sunRay04 4 месяца назад +8

      RCUs have been replaced with blue circuts when it comes to making rockets

    • @Kubamorlo
      @Kubamorlo 4 месяца назад

      depending on if the native productivity stacks additively or multiplicatively with modules, could be either +175% or +273.5% total productivity, the second is really pushing it towards the +300% limit

  • @CamAlert2
    @CamAlert2 4 месяца назад +5

    What Nilaus doesn't quite understand is that you cannot take what works on Nauvis and use it on Fulgora or Vulcanus, at least not at first. The entire point is to force you to use your intuition about the mechanics of Factorio and to emphasize that this is a new and hostile environment for the player. These planets will break you out of your comfort zone, unfortunately.

  • @peterschmidt1900
    @peterschmidt1900 4 месяца назад

    Buuhuu?

  • @leeux
    @leeux 4 месяца назад +3

    Glad you're exited, I'm not. I'll probably watch you play this, but I don't think I'll ever bother. Every detail they reveal I hate it more... but I hate space exploration, so I'm biased against it, and the more I look the more I see Earandel hands in everything they're revealing.

    • @KrimsonStorm
      @KrimsonStorm 4 месяца назад +1

      Out of curiosity, why do you hate it?

    • @leeux
      @leeux 4 месяца назад +2

      @@KrimsonStorm It would be too long to go into details, and also I don't want to be too negative towards the mod itself whose gameplay is OK or even great in parts, but mostly it has to do with the author attitude towards players that disagree with particular ways he likes to play/balance the game and want to mod away some of the rough/tedious/bad aspects of the mod (in their opinion.) Basically, he uses the mod dependency list as a weapon to simply block mods he don't want players to use as incompatible even when they aren't, due to no other particular reason than simply he don't want such mods to be used together with his mod. And that's just the tip of the iceberg...
      The mod itself is good, the idea behind it is good, the particular way it's implemented, on the other hand, is not that great... or at least, it could be a lot better (IMO.)
      Also, 'hate' is too strong a word, but it's also extreme way to express dissatisfaction towards the way the mod seems to be over represented amongst players that play Factorio here in YT or Twitch, while other similar or even better mods get ignored. As a viewer who likes to watch other people play Factorio, the fact that Space Exploration is over represented is extremely frustrating.

    • @easyidle123
      @easyidle123 4 месяца назад +1

      ​@@leeux how about for Space Age? I understand Space Exploration since that has a lot of very specific ideals, but to me Space Age seems pretty approachable by everyone

    • @leeux
      @leeux 4 месяца назад +1

      @@easyidle123 In principle, I don't have an issue with Space Age yet. ATM I'm just in a 'wait and see' mode with it.
      So far, from what was posted about it, at the very least it does seem to be in a quite high risk of being super grindy and tedious, so final judgment will have to wait until release to see for myself. (that's what I was referring to when I said I see 'Earandel's hands' all over it.
      I'll probably watch someone play it first, and then decide if I want to buy it or not. We'll see... they'll probably bounce around a lot the gameplay balance in subsequent patches after release too, like it was in the early days of Factorio itself (reportedly, as I don't have direct experience of that: I'm a late comer.)
      Besides, the situation it's still up in the air w.r.t. hardware requirements: will they raise them? They seem to be adding a lot of eyecandy and anomations, etc.
      I play on old hardware so my assumption for now is that I won't be able to play 2.0 at all, so that also motivates my lack of interest too.
      Also, these days I have to be careful with non-essential spending, gone are the days where I could buy whatever I wanted with no care, sadly. Even 30 U$D is a lot of money for me now, due to current conversion rates and bad economic situation.
      So, to sum it up: I'd be interested in playing it, if I could. I'm just not sure if I will be able, and due to that, I prefer to not pay too much attention to it and forget is exists (for now.) Watching Nilaus' videos is kinda of an exception to that, though :P

  • @wildtj4714
    @wildtj4714 4 месяца назад +1

    Whats the fun of building everything doing ctrl c ctrl v of massive blueprints... from others.. I just think that's cheating. U should build your own factory based on map generation and then ctrl c ctrl v from your contructions to make them bigger and also to make as expandable design for the future. That's the fun of playing factorio. "For me" (Cuz if I don't say that people that build cities on a automation game would shoot me in the eye). zzz

    • @KrimsonStorm
      @KrimsonStorm 4 месяца назад

      My favorite thing about factorio is making my factories fit in the world they exist in. I refuse to use cliff explosives in any playthrough, and very rarely if ever use landfill either. Now that we will have elevated tracks, I won't use that either.
      But I love to torture myself, so maybe that's why.

  • @NovaTheAngel
    @NovaTheAngel 4 месяца назад

    I saved this video for tonight and I'm very disappointed. I was hoping for some actual gameplay. Boring.👎