After reviewing this video, I think things were a little more negative than I intended based on a few comments. The overarching idea I hope I conveyed is that there were incredible experiences in this mod surrounded by what felt like grindy/overly expensive/repetitive mechanics that ultimately make it something I can't recommend. I also failed to mention that I did the smallest amount of looking up guides and tutorials on what to do, relying on just what the game presented and my own problem solving skills to play the game; a constraint I prefer but not the default. While I made a ton of mistakes and probably could've shaved off dozens, even 100s of hours from the run, that would still leave the run between 300 - 400 hours, an extremely long play time for any game. Also I went into this mod with 700 hours in Factorio, which I believe is on the lower end for a content creator, but is still a very long time to play any game, so if the issue is that I need more experience in the game before attempting the mod, then I think we should seriously consider renaming the mod to "Space Dark Souls". One thing I failed to include was a section about the universe where this mod is 80 - 200 hours, focusing on the many positive aspects of the mod I highlighted in the video. A new player stumbling into the mod could have recipes with reduced costs and/or simpler recipe chains for items like science, cargo rocket sections, etc. with a focus on just getting to these awesome mechanics. For those who like the current runtime, there could be a checkbox called "true K2SE" or "insane mode" or something like that, and I think this would better reflect what the current state of the mod is (plus then you could really flex on people if that's your thing). It's not perfect, having multiple modes of the game does increase complexity and I have no idea what the mod dev time cost would be, but it's common to have multiple difficulty settings for games and in a perfect world where we can wave our fingers and make this happen, I'd be curious to see how new players interact with a more accessible mode. Also, glad that people gave context for FFF (Factorio Friday Facts) #74 about plans to go back to space as far back as 2015, I didn't know that. Factorio certainly inspired SE (and thus K2SE), but SE layed the groundwork for what the gameplay in Space Age is going to be, so I think the inspiration runs in both directions. In any case, appreciate the opinions and feedback! If I do review videos in the future, I hope to build on the mistakes of this one 🕶.
Good news, as of yesterday you can now automate and schedule spaceships the same way you can schedule trains! This alleviates the circuitry requirement late game, but space science is still pain before you get to space elevators. Hopefully next update will reduce this as the planets and sciences will be more self-sufficient.
1:30:40 You'll be pleased to know that Earendel, creator of SE, and Raiguard, main dev of K2, both got hired by Wube and are heavily involved in Space Age development.
I was gonna say when I saw how similar space age was to SE and K2, good for Wube though glad that they're using the modding community to make something good officially with the community instead of discouraging modders but if feel like Wube has always been supporting mods so
Factorio was originally intended to have a space component, but it was cut for time. You can see some initial work on it as far back as 2015 in FFF #74. So Factorio inspired SE, not the other way around. Earendal, the maker of SE now works at Wube.
I don't remember where I read it, but I saw in one of the FFF posts that their primary goal with Space Age was to take the ideas behind Space Exploration and make them about a hundred times less complicated. I'm taking that as an encouraging sign.
I liked the complicated nature of SE. I hope after space age dlc releases, space exploration mod can remain the more complicated, but more expansive alternative
As someone who has been playing SE and just got to space for the first time a day ago, I really enjoyed the grind to get to space. Starting with burner everything was pretty fun and interesting and was honestly something I didn’t care for in the base game. Like how long do we even have to use burner stuff in the base game? Most people ditch burner equipment after like 3 minutes which is way too short for an entire stage of the game. Burner assemblers and labs were an interesting challenge imo. I’m suring mixing them with krastorio is a pain tho, but for just SE, it’s done well. I’m hoping that in the future, SE can remain the complex yet super expansive alternative to the dlc. I’m glad both the mod and the dlc will be making each other so much better, it’s a wholesome synergy.
When you said go play Kerbal Space Program around the 20-minute mark, I immediately got the desire for a game that is a mix of KSP, space engineers and factorio!
I will never get over calling a little orbiting asteroid that can fit a few machines is called 'the moon' when there are actual moons with unique surfaces and resources. *k2se sauce slurping noises* I am going to need at least two more videos on this series before being appeased. Thank you!
Over the course of my SE (no K2) playthrough, my second ever Factorio playthrough, I killed a dozen million logistic bots (I was producing them about 100 per minute on average over 500 hours), so logistic bots became usable for me but required constant maintenance, and I honestly liked this. I think I'm a bit of a masochist for the idea of "struggling to make something easier" so the slow early game was enjoyable for me as when things picked up I felt amazing. For reference I'm playing the full Pyanodons mod and loving it right now. Some of my biggest complaints about the mod come from the midgame slog (rebuilding your builds, getting new materials and not using them, etc) which lasted hundreds of hours, the byproduct overload (landfilling everything became the optimal solution), and how every new planet felt the same (all the materials have similar refining challenges). I have a ton of other smaller complaints that were also addressed by you, Dosh, and other players. A lot of these are things that are on Earendel's todo (and are also addressed in Space Age) so I'm excited for SE 0.8 (formerly known as 0.7) and other updates. Lovely video
29:30 If it worked 5 times faster with the same power demand. That would be 5 times the burnable fuel value from the same amount of spent energy. What the actual solution is, is for the mod to require less of the resource it produces in order to progress.
@@Capumaraca This was my immediate thought too! Mwahaha. A couple 'failed' qualities that either barely work or straight-up don't work, right from the get-go. Really force you to get those steel furnaces up quickly, because stone ones make a whole lot of garbage. Add a plate reprocessing recipe that's just 1 plate -> 1 plate for extra pizzazz. Ohhh, it sounds SO awful. but still somehow better than the common early modded garbo of "haha 8 ore for 1 plate :)" and all that
While I think a lot of your issues with space are a symptom of building way too much stuff, I do kinda agree on the underground lengths. I wonder what Earendel's idea here is. The short underground length just screams at you to use bots instead, but locking logistic bots behind utility science tells you not to? It can't be that he wants you to use the super fast space belts. Those are very expensive and come awkwardly late.
Going to a new planet? Go to the orbit with the ship. Build an asteroid setup receiving the parts for bullets. Land with capsule. Place rocket pad. Now order a cargorocket, zero loss
The thing I love about SE is the fact that it's designed for experienced players. It's not meant to be easy. It's a mod about spirit and will power. And on top of that everything for the most part is really satisfying to complete. it forces you to build in a sustainable way and not just throwing shit down. A poorly designed base can and will easily lead to burn out or the inability to progress without making drastic changes to make sure everything works to the level it's supposed too. I think it's a phenomenal challenge. And while yes a lot of things do definitely suck. especially the repetitiveness of the new resources and science packs, I can only imagine how truly rewarding it actually is.
I'll forgive it because it's such a big accomplishment to finish the game using minimal guides and advice, but it does seem a lot of your pain is self-inflicted in the ways you chose to tackle certain problems. Every time I started a new planet, I made a copy of my rocket and filled it with the stuff I thought I'd need to build that base. Then, I'd make a logistic chest to request stuff for that planet - I never made belts, warehouses, power poles, assemblers, etc. anywhere but Nauvis! Now I wasn't able to set all that up with proper automation from the jump and I had to make super janky builds to rush science from Vulc and Cryo to get that going, but damn it it worked. My planetary outposts would always be focused purely on their local unique resource and production, then that got shipped back home. I made a rocket part rocket, a fuel rocket etc. I made an oil planet which shipped out sulfur and plastic to planets that needed them for production, which saved me from a lot of the headaches you're describing here. Now I can't take credit for all of this, which makes yours more impressive, if more annoying for you :P
I dunno if you'd call that cheese, considering the solar receivers are late game tech and are basically giant heat batteries that only recharge when parked. It's a smart thing to do for automated spaceships in the late game.
I'm an hour into this and you've done an excellent job so far getting in your own way. Do you ever find yourself laying caltrops in your home and then cursing the sky when you step on them?
1:30:34 It is actually the other way around. Factorio has always had a goal of exploring space. You can go as far back as FFF-74 dated at 2015. Why would there be a space silo in the game in the first place? There was just too many other plans so it never got implemented, until now
I'm really impressed with your run. I have tried twice and gotten stuck/bored both times. What keeps killing it for me is the constant building of outposts to keep materials flowing. If I try it again I'm going to just max out resource patch richness.
The crazy part about this is that there is actually a board game out there that probably would take 4 times as long to complete as this run. It's called the campaign for North Africa and it is probably the most complex game in existence.
At 1:04:00, when you're talking about wishing you took the spaceship first, I must say: it's a very *limited* spaceship. You can't take off once you've landed it somewhere with gravity; the thrusters it has aren't strong enough. Additionally, you don't get the recipes for the fuel or for the thrusters that let you take off again until you actually start researching.
10:40 Losing health by touching uranium ore is not realistic. Uranium is pretty much safe as long it is not refined. So much that we used to have uranium food plates. We don't use it anymore not because of health concerns but because of uranium shortage during part of the Cold War.
I tried space exploration as well, but ultimately bounced off of it around the various t2 space sciences. Such an awkward and repetitive phase of the game, each tier feels like it was just "filled out" to match the template of 4 tiers each with 4 cards, and frontloading the entire processing chain for the new resource, and spaceships being the coolest part of the mod but taking so long to get to... Like you said it's an incredible accomplishment that it was made, but it's such a headache to play compared to what it promises. Really looking forward to Factorio 2.0 and seeing where Space Exploration goes as a mod in the future. Hopefully... just takes out a lot of the complexity.
Well, it goes to being an official expansion. Not too long now, the official Space expansion for Factorio is coming out, which actually has the SE guy as one of the guys making it.
@@Raganui Space Exploration isn't becoming the expansion. The expansion is its own independent thing, with its own independent mechanics and balance. Related in that Earendel works on both, but ultimately separate projects with separate goals.
Good thing the tiered science thing would be gone in the next major SE update. It's tolerable if you rush train grid in space though, just build 1 grid for each.
Sorry, you might kick yourself. The first time I launched to any planet I went on an empty rockey and took a landing pad with me. Land, find your spot, slap down the pad and launch your supply rocket with sat view. Granted I'd tweaked oil spawn values on Nauvis to make oil a bit more abundant so fuel costs were less of an issue
ive got like a week on factorio. This is madness. and really promising for the future of just base factorio play. I've only downloaded a few QOF mods currently.
First time i went into deep space it took 30 min one way (the naq was far away). But there is another way to travel with the special place.. It's the same distance to everywhere. You can even automate haulers to make this "detour" do reduce travel times.
I though I was taking my time playing SeaBlock at 320 hours. I think I could have shaved 100 hours off by being more aggressive in my blueprints and using trains rather than pipes for most my resource distribution. I'm now running Exotic Industries + K2 + SE, I have placed a single burning miner; really I'm basically done.
I feel like most of these complaints come down to stubbornness. I am gonna be completely honest: i was really happy when i was done and couldnt really be assed to do foenastra either. I hate to say: you are playing a game wrong, but i think you played in a way that was actively detrimental to your enjoyment of the process. Especially your time investment over a given time period, i think you played too much and it burned you out because you solved problems in a very one dimensional way, while k2se actively gives you many tools. I didnt really feel the pain of the burner phase but i wouldnt be opposed to seeing it go, same with the telescopic recipes and multiples of space buildings. The 80 datacards for 20 sciences feel incredibly bloated, half would have sufficed. Disagrees: The spaceship is revealed to you as sonething unique, same as the weapons cache and the starting supplies in Norbit. Its not an easteregg, its a tool you refused to use. Foenastra as a central hub for intergalactic travel is an easteregg. Same with delivery cannons, they have their uses, especially early on and are actually more resource efficient and easier to set up than rockets until you researched rocket reusabilty 8 or so. I build all my rocket parts and fuel in one central location and it was really easy to set up 2 landing pads on each planet, much easier than to setup 5 material processing chains 4 times. Everyone solves problems differently but if you dont like your solution and disregard the easier one you are not allowed to complain imo. Not using the resources until you have all of them was a huge mistake imo. I cant fathom playing for 250hours without pylons, energy beams and wabs, it seems really odd to me, ngl. One press of T and a 20 minute scroll through fnei or helmod would have saved you about 75 hours. These are my opinions as a k2Se survivor (needed 320 hours over about 5.5 months). I liked the experience, did a lot wrong, and the mod is super bloated, but i dont think its because of many of the things you complained about.
I would say maybe 25% of the complaints made in this video are valid points about Space Explorations current state, while most others are results of choices made by the player. Space Exploration has plenty of things worth complaining about, but some of the complaints come across as "I chose to do this thing in an inefficient way, and it was inefficient, game sucks." Entertaining video nonetheless.
"I'm way too lazy for that. So lazy that I'm willing to do more labour, funny how that works." Yeah, it's more labour, but it's labour you know how to do, and can do quickly and easily without thinking hard about it. Figuring out interplanetary nuclear energy production and logistics would've required more thinking and planning, and that's hard and tiring work. Even though we're the thinking species, we tend to avoid thinking due to being very tiring. Funny how that works too.
47:27 I made myself a blueprint to build cargo rockets out of core mining and that helped a lot. Plop it down, feed it water and core fragments and a rocket will come
About the Eye of Resoursauron, it isn't about being practical. Capitalism is about practicality and efficiency and you can see how ugly it is. The great wonders of the world were not built because they were a good idea, they were built for their glory. The Pyramids were not built to improve low density structure production by 15%, they were built because they're damn cool. You built a great wonder and that should inspire pride.
Thought's on Lunar landings mod? It's basically SE lite, big difference is that you don't actually go to the moon yourself, there is a module there that looks like a blocky sheep (?).
i have finished this in 519 hours, (about 8 montshs) and to be honest, i did not feel it overcomplicated, plus the base was running for hours afk so I could have finish it probably about 450 hours so. And on top of that I was able to build megabase that can produce tier 9 modules for all of my machines so imagine... So far the most fun game I have ever played, compared to this space age is a cheap copy. Cant wait for SE 0.7 release, and then I am going to play these 2 modpack together again.
Great video, thanks for the review. I think I would have felt the same, even trough 500h+ look great from the start, the amount of mindnumbing work in between isn't for me. And now I can compare SE with the DLC and see what changed for the better.
I wish SE had a simple mode without the insane complexity and grinding since I was actually excited about exploring space. Do we know if it is planned to be updated for F2
So im awful at factorio, play on easy and still suck. I love seeing players who are hundreds of times better than me play these amazing mods i wish i could enjoy.
somehow space exploration really clicks with me. I struggle a lot as i didnt have that much experience with vanilla factorio yet i cannot put it down. Im a bit concerned whether Space Age will live up to it.
I disagree with the item cannon slander. The capsule really isnt that expensive, and the ease of automation makes them an easy choice for bulk item automation
1. Arguably only need requestors on Nauvis Orbit(or u can just send items with canons directly to chests wherever you want near the assembler, heck i send copper via 3 canons to 3 different places on same planet), main bus with metals/plastic/circuits/stone/coal etc can make almost every intermediate where you need, group up similar things together and no need for requestor chests. 2. You can turn off uranium self damage in mod settings 3. Explensive is subjective, can be solved with mod settings/turning off k2. Then as you said you like mining outposts, there are literally unlimited resources and unlimited space to setup buildings. 4. Deleting some resources is not negative, one can setup simple circuit A>999 -> enable insertor to recycle landfill maker. Can look at other mods like Flare stack if its too problamatic. 5. Cargo rocket is not efficient "by a mile" than canons, but just a little bit, it gets better though once you research rocket reusability. 6. You literally need 1 Space capsule so it being expensive aint a factor, its recusable and is always secured/cannot be lost on a rocket. You find 2 or 3 more on the Orbit. 7. One just needs a few space belts, not 4 assemblers full ( space assemblers are faster and you only need them for space science for a while, atleast until you colonize few more planets for the first exotic materials) 8. You don't need that amount of assemblers opening lubricant drums, one will suffice, they are lightening fast. I can go on, I am not trying to look down upon you or insult you in any manner, every1 plays the game as they seem fit but imo being a popular member of the community puts you into an important place because most newcomers look at your excellent content and it puts them 'off' from trying anything like this let alone Py.
I really enjoyed SE when it came to making items, melting down and making ingots, managing your logistics with rockets, and the first of each science. But after that, the 3-4 sciences all just felt like the exact same thing, and it just became a scaling up moment. I played SE twice, I got two the final deep space science each time, then quit. I wish all of those worthless science packs that just add one new item were cut, and deep space science was put in their place. I think SA will be closer to that, so I'm excited for it. All that being said.. it still felt like a long journey through space to try to complete, and that is cool in a.. very boring 4th quarter.
about the start of the video, from something you said it seemed a bit unclear if the extended burner phase is from SE or K2. I have not played K2 yet, but i have played SE, and the extended burner phase is a part of SE without K2, i don't know if K2 also has an extended burner phase, making that pert come from both, but when playing SE on it's own it also includes that extended burner phase.
I set out to make a large base in krastorio 2 that can do 600/spm before 2.0 but with all the school things I have to do I won't make it I'm only at 600/spm on production tech card
After reviewing this video, I think things were a little more negative than I intended based on a few comments. The overarching idea I hope I conveyed is that there were incredible experiences in this mod surrounded by what felt like grindy/overly expensive/repetitive mechanics that ultimately make it something I can't recommend. I also failed to mention that I did the smallest amount of looking up guides and tutorials on what to do, relying on just what the game presented and my own problem solving skills to play the game; a constraint I prefer but not the default. While I made a ton of mistakes and probably could've shaved off dozens, even 100s of hours from the run, that would still leave the run between 300 - 400 hours, an extremely long play time for any game. Also I went into this mod with 700 hours in Factorio, which I believe is on the lower end for a content creator, but is still a very long time to play any game, so if the issue is that I need more experience in the game before attempting the mod, then I think we should seriously consider renaming the mod to "Space Dark Souls".
One thing I failed to include was a section about the universe where this mod is 80 - 200 hours, focusing on the many positive aspects of the mod I highlighted in the video. A new player stumbling into the mod could have recipes with reduced costs and/or simpler recipe chains for items like science, cargo rocket sections, etc. with a focus on just getting to these awesome mechanics. For those who like the current runtime, there could be a checkbox called "true K2SE" or "insane mode" or something like that, and I think this would better reflect what the current state of the mod is (plus then you could really flex on people if that's your thing). It's not perfect, having multiple modes of the game does increase complexity and I have no idea what the mod dev time cost would be, but it's common to have multiple difficulty settings for games and in a perfect world where we can wave our fingers and make this happen, I'd be curious to see how new players interact with a more accessible mode.
Also, glad that people gave context for FFF (Factorio Friday Facts) #74 about plans to go back to space as far back as 2015, I didn't know that. Factorio certainly inspired SE (and thus K2SE), but SE layed the groundwork for what the gameplay in Space Age is going to be, so I think the inspiration runs in both directions.
In any case, appreciate the opinions and feedback! If I do review videos in the future, I hope to build on the mistakes of this one 🕶.
Good news, as of yesterday you can now automate and schedule spaceships the same way you can schedule trains! This alleviates the circuitry requirement late game, but space science is still pain before you get to space elevators. Hopefully next update will reduce this as the planets and sciences will be more self-sufficient.
1:30:40
You'll be pleased to know that Earendel, creator of SE, and Raiguard, main dev of K2, both got hired by Wube and are heavily involved in Space Age development.
yay!!
Shows on the DLC. Earendel's imagination with a few breaks did wonders to the DLC.
I was gonna say when I saw how similar space age was to SE and K2, good for Wube though glad that they're using the modding community to make something good officially with the community instead of discouraging modders but if feel like Wube has always been supporting mods so
tbf, if a review lasts only a 0.3% of the total playtime, it is arguably a "brief" one. 👍
Factorio was originally intended to have a space component, but it was cut for time. You can see some initial work on it as far back as 2015 in FFF #74. So Factorio inspired SE, not the other way around. Earendal, the maker of SE now works at Wube.
I thought SE was the internal test for a space component
I feel like I've watched more videos of Sauceman K2SE than the amount of planets he's conquered
I don't remember where I read it, but I saw in one of the FFF posts that their primary goal with Space Age was to take the ideas behind Space Exploration and make them about a hundred times less complicated. I'm taking that as an encouraging sign.
I liked the complicated nature of SE. I hope after space age dlc releases, space exploration mod can remain the more complicated, but more expansive alternative
Amazing video, I am happy to hear you are still excited to play Space Age after so many hours of already suffering in space
As someone who has been playing SE and just got to space for the first time a day ago, I really enjoyed the grind to get to space. Starting with burner everything was pretty fun and interesting and was honestly something I didn’t care for in the base game. Like how long do we even have to use burner stuff in the base game? Most people ditch burner equipment after like 3 minutes which is way too short for an entire stage of the game. Burner assemblers and labs were an interesting challenge imo. I’m suring mixing them with krastorio is a pain tho, but for just SE, it’s done well.
I’m hoping that in the future, SE can remain the complex yet super expansive alternative to the dlc. I’m glad both the mod and the dlc will be making each other so much better, it’s a wholesome synergy.
When you said go play Kerbal Space Program around the 20-minute mark, I immediately got the desire for a game that is a mix of KSP, space engineers and factorio!
I will never get over calling a little orbiting asteroid that can fit a few machines is called 'the moon' when there are actual moons with unique surfaces and resources.
*k2se sauce slurping noises* I am going to need at least two more videos on this series before being appeased. Thank you!
For legal reasons I have to say that this comment was for algorithmic reasons and that I am, in fact, not deranged and starved for factorio content.
My only regret is finding out 200 hours into space exploration that I should have also added K2
I hope factorio remains the champion of value. One of the few companies I'd pay full price. I know the quality will be there
Over the course of my SE (no K2) playthrough, my second ever Factorio playthrough, I killed a dozen million logistic bots (I was producing them about 100 per minute on average over 500 hours), so logistic bots became usable for me but required constant maintenance, and I honestly liked this. I think I'm a bit of a masochist for the idea of "struggling to make something easier" so the slow early game was enjoyable for me as when things picked up I felt amazing. For reference I'm playing the full Pyanodons mod and loving it right now.
Some of my biggest complaints about the mod come from the midgame slog (rebuilding your builds, getting new materials and not using them, etc) which lasted hundreds of hours, the byproduct overload (landfilling everything became the optimal solution), and how every new planet felt the same (all the materials have similar refining challenges). I have a ton of other smaller complaints that were also addressed by you, Dosh, and other players. A lot of these are things that are on Earendel's todo (and are also addressed in Space Age) so I'm excited for SE 0.8 (formerly known as 0.7) and other updates.
Lovely video
Sir, finishing this mod is no easy effort, you have my respect, congratz!
29:30 If it worked 5 times faster with the same power demand. That would be 5 times the burnable fuel value from the same amount of spent energy.
What the actual solution is, is for the mod to require less of the resource it produces in order to progress.
better title:
A "Brief" Review of "K2SE | The 500 Hour Factorio Mod
If someone adds manufacturing defects to factorio I'd do it for you
with quality and timed ingredient coming in 2.0. someone could make an "inverted" quality that degrades overtime.
@@Capumaraca This was my immediate thought too! Mwahaha.
A couple 'failed' qualities that either barely work or straight-up don't work, right from the get-go. Really force you to get those steel furnaces up quickly, because stone ones make a whole lot of garbage. Add a plate reprocessing recipe that's just 1 plate -> 1 plate for extra pizzazz. Ohhh, it sounds SO awful.
but still somehow better than the common early modded garbo of "haha 8 ore for 1 plate :)" and all that
@@Capumaraca this is the human condition, we never bother to ask ourselves whether we should, only if we could :(
While I think a lot of your issues with space are a symptom of building way too much stuff, I do kinda agree on the underground lengths.
I wonder what Earendel's idea here is. The short underground length just screams at you to use bots instead, but locking logistic bots behind utility science tells you not to? It can't be that he wants you to use the super fast space belts. Those are very expensive and come awkwardly late.
Hell Yeah, more Factorio!
I didn´t even knew i need a review!
Going to a new planet?
Go to the orbit with the ship. Build an asteroid setup receiving the parts for bullets.
Land with capsule.
Place rocket pad.
Now order a cargorocket, zero loss
40:16 This is like that middle part in Weird Al's Hardware Store :D
I came here to say the same thing.
Would you you look at all that stuff...
The thing I love about SE is the fact that it's designed for experienced players. It's not meant to be easy. It's a mod about spirit and will power. And on top of that everything for the most part is really satisfying to complete. it forces you to build in a sustainable way and not just throwing shit down. A poorly designed base can and will easily lead to burn out or the inability to progress without making drastic changes to make sure everything works to the level it's supposed too. I think it's a phenomenal challenge. And while yes a lot of things do definitely suck. especially the repetitiveness of the new resources and science packs, I can only imagine how truly rewarding it actually is.
I'll forgive it because it's such a big accomplishment to finish the game using minimal guides and advice, but it does seem a lot of your pain is self-inflicted in the ways you chose to tackle certain problems.
Every time I started a new planet, I made a copy of my rocket and filled it with the stuff I thought I'd need to build that base. Then, I'd make a logistic chest to request stuff for that planet - I never made belts, warehouses, power poles, assemblers, etc. anywhere but Nauvis! Now I wasn't able to set all that up with proper automation from the jump and I had to make super janky builds to rush science from Vulc and Cryo to get that going, but damn it it worked. My planetary outposts would always be focused purely on their local unique resource and production, then that got shipped back home. I made a rocket part rocket, a fuel rocket etc. I made an oil planet which shipped out sulfur and plastic to planets that needed them for production, which saved me from a lot of the headaches you're describing here. Now I can't take credit for all of this, which makes yours more impressive, if more annoying for you :P
I'm reminded of how DoshDoshington just cheesed the spaceships by having a solar receptor and just beaming power constantly into the ship.
I dunno if you'd call that cheese, considering the solar receivers are late game tech and are basically giant heat batteries that only recharge when parked. It's a smart thing to do for automated spaceships in the late game.
That's intended. You can only beam them while they're parked but it's still a very good power option.
nice and fair review imo. good job
I'm an hour into this and you've done an excellent job so far getting in your own way. Do you ever find yourself laying caltrops in your home and then cursing the sky when you step on them?
great examples so far, all.. zero of them
1:30:34 It is actually the other way around. Factorio has always had a goal of exploring space. You can go as far back as FFF-74 dated at 2015. Why would there be a space silo in the game in the first place? There was just too many other plans so it never got implemented, until now
I'm really impressed with your run. I have tried twice and gotten stuck/bored both times. What keeps killing it for me is the constant building of outposts to keep materials flowing. If I try it again I'm going to just max out resource patch richness.
The crazy part about this is that there is actually a board game out there that probably would take 4 times as long to complete as this run. It's called the campaign for North Africa and it is probably the most complex game in existence.
At 1:04:00, when you're talking about wishing you took the spaceship first, I must say: it's a very *limited* spaceship. You can't take off once you've landed it somewhere with gravity; the thrusters it has aren't strong enough. Additionally, you don't get the recipes for the fuel or for the thrusters that let you take off again until you actually start researching.
10:40 Losing health by touching uranium ore is not realistic. Uranium is pretty much safe as long it is not refined. So much that we used to have uranium food plates. We don't use it anymore not because of health concerns but because of uranium shortage during part of the Cold War.
Alas, there were two types of uranium food plates (and cups, bowls, etc.) . The glass ones where pretty safe while the ceramic ones used to vary a lot
I tried space exploration as well, but ultimately bounced off of it around the various t2 space sciences. Such an awkward and repetitive phase of the game, each tier feels like it was just "filled out" to match the template of 4 tiers each with 4 cards, and frontloading the entire processing chain for the new resource, and spaceships being the coolest part of the mod but taking so long to get to... Like you said it's an incredible accomplishment that it was made, but it's such a headache to play compared to what it promises. Really looking forward to Factorio 2.0 and seeing where Space Exploration goes as a mod in the future. Hopefully... just takes out a lot of the complexity.
Well, it goes to being an official expansion. Not too long now, the official Space expansion for Factorio is coming out, which actually has the SE guy as one of the guys making it.
@@Raganui Space Exploration isn't becoming the expansion. The expansion is its own independent thing, with its own independent mechanics and balance. Related in that Earendel works on both, but ultimately separate projects with separate goals.
@@storijophe1373 Right, fair, just meant that it's a similar idea and all.
Good thing the tiered science thing would be gone in the next major SE update. It's tolerable if you rush train grid in space though, just build 1 grid for each.
was not expecting to be hit with the torvus bog nostalgia at 1:03:27
Sorry, you might kick yourself. The first time I launched to any planet I went on an empty rockey and took a landing pad with me. Land, find your spot, slap down the pad and launch your supply rocket with sat view. Granted I'd tweaked oil spawn values on Nauvis to make oil a bit more abundant so fuel costs were less of an issue
The amazing thing about Factorio is that it’s a game made by engineers for engineers
Very excited for the SA and 2.0 content!!
Bro needs some cheese with his whine
Great review and explanations
ive got like a week on factorio. This is madness. and really promising for the future of just base factorio play. I've only downloaded a few QOF mods currently.
I think there was more emotion in your end scream than I've heard from the rest of your videos combined
*sees a space ship in space game* -"naa that's prob nothin" *Expands the factory*
First time i went into deep space it took 30 min one way (the naq was far away). But there is another way to travel with the special place.. It's the same distance to everywhere. You can even automate haulers to make this "detour" do reduce travel times.
I though I was taking my time playing SeaBlock at 320 hours. I think I could have shaved 100 hours off by being more aggressive in my blueprints and using trains rather than pipes for most my resource distribution.
I'm now running Exotic Industries + K2 + SE, I have placed a single burning miner; really I'm basically done.
Erandel, the guy who made Space Exploration, got hired by Wube and is working on many things for Space Age
I feel like most of these complaints come down to stubbornness.
I am gonna be completely honest: i was really happy when i was done and couldnt really be assed to do foenastra either.
I hate to say: you are playing a game wrong, but i think you played in a way that was actively detrimental to your enjoyment of the process. Especially your time investment over a given time period, i think you played too much and it burned you out because you solved problems in a very one dimensional way, while k2se actively gives you many tools.
I didnt really feel the pain of the burner phase but i wouldnt be opposed to seeing it go, same with the telescopic recipes and multiples of space buildings.
The 80 datacards for 20 sciences feel incredibly bloated, half would have sufficed.
Disagrees:
The spaceship is revealed to you as sonething unique, same as the weapons cache and the starting supplies in Norbit. Its not an easteregg, its a tool you refused to use.
Foenastra as a central hub for intergalactic travel is an easteregg.
Same with delivery cannons, they have their uses, especially early on and are actually more resource efficient and easier to set up than rockets until you researched rocket reusabilty 8 or so.
I build all my rocket parts and fuel in one central location and it was really easy to set up 2 landing pads on each planet, much easier than to setup 5 material processing chains 4 times. Everyone solves problems differently but if you dont like your solution and disregard the easier one you are not allowed to complain imo.
Not using the resources until you have all of them was a huge mistake imo.
I cant fathom playing for 250hours without pylons, energy beams and wabs, it seems really odd to me, ngl.
One press of T and a 20 minute scroll through fnei or helmod would have saved you about 75 hours.
These are my opinions as a k2Se survivor (needed 320 hours over about 5.5 months).
I liked the experience, did a lot wrong, and the mod is super bloated, but i dont think its because of many of the things you complained about.
I would say maybe 25% of the complaints made in this video are valid points about Space Explorations current state, while most others are results of choices made by the player. Space Exploration has plenty of things worth complaining about, but some of the complaints come across as "I chose to do this thing in an inefficient way, and it was inefficient, game sucks."
Entertaining video nonetheless.
The fact that I immediately recognized the music coming in at 22:28 from all the balatro streams I've watched worries me
SE is best mod I ever played, in my opinion they should sell it for full game price!
"I'm way too lazy for that. So lazy that I'm willing to do more labour, funny how that works."
Yeah, it's more labour, but it's labour you know how to do, and can do quickly and easily without thinking hard about it.
Figuring out interplanetary nuclear energy production and logistics would've required more thinking and planning, and that's hard and tiring work.
Even though we're the thinking species, we tend to avoid thinking due to being very tiring. Funny how that works too.
47:27 I made myself a blueprint to build cargo rockets out of core mining and that helped a lot. Plop it down, feed it water and core fragments and a rocket will come
here for your algorithm interaction sir!
41:08
-Calculators, Generators, Matching Salt and Pepper Shakers!
You can just skip burner phase. It takes a lot of hand loading, but it’s not very difficult.
600 to 1000 is a range of hours as generous as I'd expect from twitter experts to be fair.
Posting here for algorithm interaction
Hey Sauceman at 7:20 you talked about oil processing and said that the first oil processing recipe only yields petroleum but that's a vanilla thing :)
"Thats what 543 hours of factorio will do to you" Brain Rot edition
Another one ready for the looney bin.
i love the algorithm
Didnt expect the pokemon colloseum music
Now that there is even less time to the release of "Factorio 2.0" now try to complete just Payonodons
Nah he should do pyanadons stellar expedition
Comment for the boost! I like factorio and Space Exploration.
About the Eye of Resoursauron, it isn't about being practical. Capitalism is about practicality and efficiency and you can see how ugly it is. The great wonders of the world were not built because they were a good idea, they were built for their glory. The Pyramids were not built to improve low density structure production by 15%, they were built because they're damn cool.
You built a great wonder and that should inspire pride.
Now you get to do K2SEBZ :P
Thought's on Lunar landings mod? It's basically SE lite, big difference is that you don't actually go to the moon yourself, there is a module there that looks like a blocky sheep (?).
The first part of this video is like someone explaining why they like Linux XD
"Efficiency modules are useless", megabase players would like to have a word with you sir.
Most of the critique you put down is also addressed, but not released yet.
i have finished this in 519 hours, (about 8 montshs) and to be honest, i did not feel it overcomplicated, plus the base was running for hours afk so I could have finish it probably about 450 hours so. And on top of that I was able to build megabase that can produce tier 9 modules for all of my machines so imagine... So far the most fun game I have ever played, compared to this space age is a cheap copy. Cant wait for SE 0.7 release, and then I am going to play these 2 modpack together again.
An apocalypse of nightmares.
Algorithmic engagement 😍
very cool.
1:30:40 yeah, the devs of K2 and SE were, but the maker of K2SE wasn't since they just glued them together, and SA was moreso based on SE
Ok now, next one is all pyanodon mods)
Erangle: Oh you enjoyed werehouses? nerfed.
How often were those 20 initial space labs actually running?? Why not use the one bigger better lab for more prod???
now imagine this but with rampant
hell yah brother
ggs man
much like redstone in minecraft i will never learn circuits in factorio
17:05 the problem is you make one bot network instead of multiple independent ones as outpost
"K2SE is one of the longest and most difficult mods for Factorio"
Clearly this man hasn't heard of py... or its extension
Great video, thanks for the review.
I think I would have felt the same, even trough 500h+ look great from the start, the amount of mindnumbing work in between isn't for me.
And now I can compare SE with the DLC and see what changed for the better.
I wish SE had a simple mode without the insane complexity and grinding since I was actually excited about exploring space. Do we know if it is planned to be updated for F2
46:10 i think the new planets would be better if you gound the space ship earlier...but i dont know what point they exepct you to find it tho...
So im awful at factorio, play on easy and still suck. I love seeing players who are hundreds of times better than me play these amazing mods i wish i could enjoy.
somehow space exploration really clicks with me. I struggle a lot as i didnt have that much experience with vanilla factorio yet i cannot put it down. Im a bit concerned whether Space Age will live up to it.
you spent over 12% of your time in those days on factorio, nice.
I disagree with the item cannon slander. The capsule really isnt that expensive, and the ease of automation makes them an easy choice for bulk item automation
1. Arguably only need requestors on Nauvis Orbit(or u can just send items with canons directly to chests wherever you want near the assembler, heck i send copper via 3 canons to 3 different places on same planet), main bus with metals/plastic/circuits/stone/coal etc can make almost every intermediate where you need, group up similar things together and no need for requestor chests.
2. You can turn off uranium self damage in mod settings
3. Explensive is subjective, can be solved with mod settings/turning off k2. Then as you said you like mining outposts, there are literally unlimited resources and unlimited space to setup buildings.
4. Deleting some resources is not negative, one can setup simple circuit A>999 -> enable insertor to recycle landfill maker. Can look at other mods like Flare stack if its too problamatic.
5. Cargo rocket is not efficient "by a mile" than canons, but just a little bit, it gets better though once you research rocket reusability.
6. You literally need 1 Space capsule so it being expensive aint a factor, its recusable and is always secured/cannot be lost on a rocket. You find 2 or 3 more on the Orbit.
7. One just needs a few space belts, not 4 assemblers full ( space assemblers are faster and you only need them for space science for a while, atleast until you colonize few more planets for the first exotic materials)
8. You don't need that amount of assemblers opening lubricant drums, one will suffice, they are lightening fast.
I can go on, I am not trying to look down upon you or insult you in any manner, every1 plays the game as they seem fit but imo being a popular member of the community puts you into an important place because most newcomers look at your excellent content and it puts them 'off' from trying anything like this let alone Py.
tbh i really hope SA wont need to have an engineers degree to understand circuit networks
Algorithmic interaction
TL;DR: If you hate grindy games, then don't use any of these mods.
I really enjoyed SE when it came to making items, melting down and making ingots, managing your logistics with rockets, and the first of each science. But after that, the 3-4 sciences all just felt like the exact same thing, and it just became a scaling up moment. I played SE twice, I got two the final deep space science each time, then quit. I wish all of those worthless science packs that just add one new item were cut, and deep space science was put in their place. I think SA will be closer to that, so I'm excited for it. All that being said.. it still felt like a long journey through space to try to complete, and that is cool in a.. very boring 4th quarter.
about the start of the video, from something you said it seemed a bit unclear if the extended burner phase is from SE or K2.
I have not played K2 yet, but i have played SE, and the extended burner phase is a part of SE without K2, i don't know if K2 also has an extended burner phase, making that pert come from both, but when playing SE on it's own it also includes that extended burner phase.
The SE burner phase is much shorter than the K2SE burner phase, as K2 adds a bunch of extra intermediates, and lowers ore efficiency.
I set out to make a large base in krastorio 2 that can do 600/spm before 2.0 but with all the school things I have to do I won't make it I'm only at 600/spm on production tech card
A guy in the SE discord got it in about 17 hours
Command entered: Algorithm interaction deployed.
I don’t understand how you can add K2 to SE then bitch about the changes.
near the end you talk about K2SE inspiring the Space Age expansion, but that was only inspired by the original SE. K2 is a seperate thing.
What's the music at 31:00?
Wow Balatro theme 😅