Factorio Friday Facts

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  • Опубликовано: 5 июл 2024
  • In today's Friday Facts post we are presented with even more fantastic train and train stop improvements coming in the expansion! Features such as mass station renaming, remote driving, and more! With all these improvements and the numerous additions we've seen prior to this, trains will be on a whole other level in 2.0 (literally)!
    Let me know your thoughts down below!
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    • FFF - Factorio Friday ...
    Check out Factorio at: www.factorio.com
    Factorio is a game in which you build and maintain factories.
    You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Use your imagination to design your factory, combine simple elements into ingenious structures, apply management skills to keep it working and finally protect it from the creatures who don't really like you.
    Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
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Комментарии • 53

  • @DeronMeranda
    @DeronMeranda 3 месяца назад +12

    I wish they would use Spidertrons more for remote interactions rather than just throwing it all into the map view. What if Spidertrons could tow trains somehow? The thing is, Spidertrons are so late-game that by the time I get them I really no longer need them for much, so finding other tasks for them would be great. But otherwise these train improvements are so good! Oh, and can a train stop please send wire signals about how long a train is that stops at it?

    • @Xterminator
      @Xterminator  3 месяца назад +4

      Honestly, I gotta agree with you on all this. I do find spidertrons good for combat and some remote building but having more uses for them would be great!
      Having a signal sent about how long a train has been waiting at a station would be good too

    • @MrTomyCJ
      @MrTomyCJ 3 месяца назад

      Have in mind that using circuits we can already calculate the time a train has been on a station.

    • @DeronMeranda
      @DeronMeranda 3 месяца назад

      @@MrTomyCJ I was talking about the length of the train, as in number of cars/engines

    • @michavandenenk5167
      @michavandenenk5167 3 месяца назад

      I think you could also measure hoe long a train is at a stop by having signals next to the rail and measuring their output

    • @markpew8111
      @markpew8111 3 месяца назад

      More remote interaction for Spidertrons would be great, agreed! But I also must play differently then you. I get a TONNE of use out of spidertrons late game. I have squads of spidertrons for all my rail building, Mining outpost building, artillery outpost building, and even for landfill for expanding the main base as well as one dedicated for combat with explosive missiles and a single spiderton with nukes(dangerous to use but so fun). The builders are full of portable roboport MK2s and batteries with a fusion reactor. If you like to keep scaling up, spidertron are already extremely useful and used heavily late game(by many players). Still, I would never say no to even more uses!

  • @captainbube1217
    @captainbube1217 3 месяца назад +2

    Bro you jawning in the middle of the sentence was adorable 😂😂😂

    • @Gorre022
      @Gorre022 3 месяца назад

      I yawned the exact same time he did 🤯🤯🤯

  • @That0neGuyOfficial
    @That0neGuyOfficial 3 месяца назад +2

    Did anyone notice how the little ghost changes facial expressions in different ghost build modes? lol

  • @SkorjOlafsen
    @SkorjOlafsen 3 месяца назад +1

    Locomotive remotes are a thing. Lower teach than fully automated trains (AFAIK, there's only one fully automated freight line, and it doesn't mix with other traffic). They're used in rail yards when switching trains. Range is limited, but actually fine for the size of most "new player" bases.

  • @rtificial8292
    @rtificial8292 3 месяца назад

    I'm getting so excited!

  • @rhueoflandorin
    @rhueoflandorin 3 месяца назад

    I'm curious about one of the last things we see....rail placement from mapview... i hope they add a configuration window that's basically: "number of train segments inbetween rail signals"
    0: don't place signals at all
    N: (from 1-256) place a rail signal every N train lengths.
    Otherwise....that really long stretch of rail he just placed......yeah....that'd be a single block lol.

  • @SkorjOlafsen
    @SkorjOlafsen 3 месяца назад +1

    A fit man _can_ push an empty train car on flat ground. The force to push/pull a railcar is about 8 pounds per ton, so a 10T empty car is no problem. A car with 100T of ore (or a locomotive) is a different problem, but in power armor? Not even unrealistic, if we suppose power armor.

  • @bronwin3638
    @bronwin3638 3 месяца назад +1

    Remote access trains from map is awesome! I can't tell you how many times I've been at a remote location and tell my train to take me home and it leaves without me because I forgot to jump in, or I jump out by accident when zooming somewhere from a remote region only to watch my train go off into the sunset. Or, I send a building train to an outpost to start a build and when my train arrives, I see the builder train headed off to other locations because I forgot to add a stop condition like Circuit Condition or until unloaded. I keep a pocket train on me 100% of the time because I get left in the middle of nowhere so often. Or, I go outside the base to kill biter bases and when I come back, I'm nowhere near the train that is parked on the other side of the base from where I left. This is 1,000,000% better than any other quality of life feature mentioned recently!

    • @Xterminator
      @Xterminator  3 месяца назад

      You basically just described my entire Factorio career with trains lol
      So yeah I completely with this!

  • @jayjasespud
    @jayjasespud 3 месяца назад

    I just got into Factorio a month or so ago and I figure I should have waited until 2.0 came out haha. I'm pretty excited for all these changes.

  • @KrimsonStorm
    @KrimsonStorm 3 месяца назад +1

    Another great FFF! Loving these changes.
    With all these train QoL updates, and the prevalence of trains in space age, I pretty much inherited my dad's model train hobby.
    Edit: also, due to said knowledge from my dad, he has confirmed that yes in rail yards trains are controlled remotely by ground crews.

    • @Xterminator
      @Xterminator  3 месяца назад +1

      That's awesome! Model trains are so cool and fun, and I honestly wish I had the space (and money) for a setup. Factorio is the next best thing for now.
      Ohh that's awesome to know! Thanks for having him confirm, because I was actually curious about that

    • @KrimsonStorm
      @KrimsonStorm 3 месяца назад

      @@Xterminator yeah, one thing I saw as my dad got into model railroading, is that you never have enough space. Half the basement is his layout and he still has too many rail cars and engines than track to put them on. And it's fun to help him when I'm visiting since I live about a thousand miles away now.
      And yeah, I guess no need for suspension of disbelief there. Now we just need to put a rocket silo in our pockets irl. Speaking of, do we know HOW the landing part of the rocket travel works? Do we need to build a landing capsule?

  • @floydwordsworth9175
    @floydwordsworth9175 3 месяца назад

    I have 655 train stops, every one has a unique name and I'm still excited to mass rename stops XD

  • @emilesteenkamp
    @emilesteenkamp 3 месяца назад

    lol, I see a hoard of players chasing you with train wagons over the map.

  • @surface7690
    @surface7690 3 месяца назад +1

    what lol that's The Spidertrons' Rocket Salvo

  • @TChapman500Gaming
    @TChapman500Gaming 3 месяца назад +1

    I don't like the idea of being able to push trains. Why not just implement dynamic coupling so that you can take a locomotive to rescue a locomotive that's out of fuel?

    • @inkwell60
      @inkwell60 3 месяца назад +1

      Then you can send another train to save that train saving the first train!

  • @Failezz_swe
    @Failezz_swe 3 месяца назад +2

    Rail planer thing in map view. Will it auto stamp down the signals too ? 😅

    • @zperk13
      @zperk13 3 месяца назад

      You can with blueprints

    • @Failezz_swe
      @Failezz_swe 3 месяца назад

      @@zperk13well yea. But when u build it freehand like in the clip. Are the signals there too or do we need to add them when we built the rail

    • @zperk13
      @zperk13 3 месяца назад

      @@Failezz_swethat doesn't even happen outside of map mode in the current version

    • @namibjDerEchte
      @namibjDerEchte 2 месяца назад

      yeah, would be nice, even. Could actually really nicely use that planner then, instead of just doing the lazy method of stamping down grid cells or at least gridded corridors....

  • @jasonrubik
    @jasonrubik 3 месяца назад +1

    So we have stone, now we have "Flintstones". Does this mean that they plan to add Flint to the vanilla game ? If so, it will come in handy when we get our very first furnace lit on day 1 of our new visit to Nauvis. #Primitive4Life

  • @zperk13
    @zperk13 3 месяца назад

    RAIL PLANNER IN MAP MODE?!?! YES!!!

  • @Nyth63
    @Nyth63 3 месяца назад

    Coooooper

    • @Greenicegod
      @Greenicegod 3 месяца назад

      I always name my copper mine stops "Cupertino"

  • @Game7Red
    @Game7Red 3 месяца назад +1

    Link in description is about #fff-402

    • @Xterminator
      @Xterminator  3 месяца назад

      Oops! Thanks for the mention, fixed it

  • @Schmidtstone
    @Schmidtstone 3 месяца назад

    NOT YOU TOO AAARGH

  • @emanuelbandrabur5338
    @emanuelbandrabur5338 3 месяца назад

    The reason I don't play with trains is that I still can't figure out how the rail/chain signal works. To me this Friday Fact is just not exciting.

    • @rlBrave
      @rlBrave 3 месяца назад +3

      Just watch some tutorials. There are some pretty good ones. Its not that difficult.

    • @SkorjOlafsen
      @SkorjOlafsen 3 месяца назад

      I currently have a rail megabase that doesn't need chain signals (by avoiding double-track designs). If you dive in and just get familiar with normal signals, you can get pretty far, and if you just don't use 4-way intersections, chain signals can be learned well enough along the way. Best way to learn is just messing around - if you're just using trains to bring in ore, there's little consequence for messing up.

    • @inkwell60
      @inkwell60 3 месяца назад +1

      A good way is to do a run where you have set a constraint on yourself requiring you to use trains. After watching some tutorials, using blueprints for intersections etc., and a whole lot of trial and error, you'll figure it out. I'm doing the same thing but with base-wide logistic networks using circuits on an Ultracube run. I've been staring at circuits for hours, but now I'm gettin the hang of it.
      I'd highly recommend at least figuring out the basics befor 2.0, because it looks like it's going to be a huge component of it.

    • @jayjasespud
      @jayjasespud 3 месяца назад

      Don't think too much about the signals themselves and think about how it divides the rail into sections. Regular signals do not allow trains into the next section if it's already occupied, and chain signals look at the next *two* sections. RUclips is very helpful here. I thought it was much more complicated than it actually turned out to be.

  • @lucidmoses
    @lucidmoses 3 месяца назад +2

    I have nothing against these features but am worried that 2.0's balance is getting broken. Factorio is already light on challenges/consequences and they keep removing them. Keep this up and 2.0 is just going to look better but be boring.

    • @petey7692
      @petey7692 3 месяца назад +6

      i think the challenge is going to increase considering we're going to be manufacturing 12 science packs(5 new ones) across 5 different planets.

    • @jasonrubik
      @jasonrubik 3 месяца назад +6

      While I do wholeheartedly have the same sentiment and concern, what specifically did you see in this FFF (#403) that would be considered a "Challenge which was removed" ? Just curious.

    • @markpew8111
      @markpew8111 3 месяца назад +1

      There are logistical/infrastructural challenges in Factorio, combat/defense challenges and then misc. challenges like inventory management, setting up combinators/train stops/circuit settings ect. QOL updates like this only impact the third category, and imo they are almost always good. The lower the burden on the player from silly things like setting up train stops, stuck trains, ect. the more capacity the player has for other things like expanding the factory.

    • @SkorjOlafsen
      @SkorjOlafsen 3 месяца назад

      Tedium is not challenge. They won't make the game boring by removing repetitive manual tasks. It is a game about automation, after all. I do think the elevated rails removes a bit of challenge, not a big fan of them, but that's an option I can turn off, so it's all good.

    • @lucidmoses
      @lucidmoses 3 месяца назад

      @@petey7692Have you tried the Space Exploration mod?

  • @Gorre022
    @Gorre022 3 месяца назад

    “Gooeys” 🫠