I just love the fact that it's so obvious that the devs all these years later still absolutely love playing the game. There's so much care and thought put into all this, and the transparency and hearing feedback makes me feel these are going to be fantastic additions to the game.
I think the best way to look at the beacon changes is that it's just less punishing to use fewer beacons, so in some cases you can consider using a few less if it improves the overall layout
Manual locomotive pushing is NOT a gimmick, it's probably the only thing that will save you if you're stuck on a train that runs out of fuel on an elevated rail section above water and you have no fuel in your inventory. Yes, that's a niche situation. However, another way of saying "niche situation" is to instead say "Edge case", and the Factorio devs love having defined behavior and a way out of every edge case. So it needs to be that way.
Really appreciate your afford! It will be fun trying to master all the new aspects and then watch the crazy stuff the community will create. I can't imagine right now what the new mega bases will look like and what insane combinator and train setups the people come up with. It will be awesome for sure
@@disskuss4268 Thanks! I'm so excited as well and can't wait to see what bases look like across planets and on space platforms, etc! So many gameplay hours to bad had for sure!
I was hoping they would do something similar to Dyson Sphere Program (since a lot of these features were in that game already and may actually be inspired imo) with the rocket turrets and have something like the Signal Tower. The Signal Tower was a building that extended the range of all rocket turrets to its own, basically turning them into artillery
I didn’t think about it til just now but 50% productivity on belts is gonna be huge. Blue undergrounds take 80 gears each, so I can’t imagine how expensive green belts are gonna be
@@mjay6245 I was thinking about that. I think the only way for it not to be broken is to only have legendary beacons have a wider range. Just 1 more tile should allow you to put a second layer of beacons around buildings, which would be crazy. I’m sure there will be a mod for it
Holy Cow. Great Job Xterminator, and the Devs have been amazing. With all the games releasing half made, Wube Software released a well made game even years before the 1.0 actual release date and work with the community to make an amazingly detailed game. No one has bad things to say about Factorio without also loving it. I played for about 3 years before they released the 1.0 final version of Factorio and spent about 4,000 hours in game. But I have nothing on most of the hardcore members of this community and Xterminator.
Having watched many first time plays on youyube, I've come to the conclution the not having a reseach queue actualy is very deneficial for new players. On the advice of veteran players they activate the queue. Then they just add a bunch if stuff to it without reading what it does, an they don't notice when a reseach is done. So they have no idea they have unlocked something new and as a result strugle to solve problems to wihich they have the solutions to allreday reseached. I strongly belive they would gain a better understanding of each new tech without the queue.
I'm so excited for the expansion. The downside is that it feels like a waste of time to start a new base now, so i feel unmotivated to play and work on a base immediately obsolete when it comes out...
I want inserters that can do 90 degree action And chests that are 2x2 or 3x3 so I don't have to use cars or cargo wagons and I can connect them to circuit
Download a mod to force the bitters to be "peaceful" if it bothers you. Thankfully the modding community for this game is the best i know. Thank you for all your mods, yes even yoj Timmy who turns the bitters into anime cat girls.
While I initially hesitate around the spoilage mechanic, I think it'll be great! You have no buffer, therefore, you need to have a well designed base that takes this into account. I have to think cleverly, and I will get to feel satisfied when I make something good. It also encourages me (as someone who doesn't usually) to use modules. If everything is spoiling before I get to use it, great! It means I have an interesting design challenge ahead of me, and I don't actually feel like I've lost anything. I wonder if the hesitation from people is a dislike of timed challenges (I am one of them. I hate having to do things quickly. No time pressure thank you). But this isn't a time challenge, it's a design and optimization challenge. I'd love to see if they add in anything that increases spoilage length later in the game, which may help mitigate the issues people have with it. Plus, I'm sure someone will make a mod for it if they're really not a fan of it.
I imagine the spoilage mechanic will force the use power switches for once and just make everything all at once until we have what we need. Just keep the factory offline until youre ready to make stuff to avoid as much spoilage as possible. Or sorting out the garbage from your supply lines. Time will tell
@@dbzsuperfan711 having played with it a bit now, I'd say this could be a potential strategy. However, what seemed more common is just recycling anything close to spoiling and running the stuff back through the system again. Since the resources and byproducts on Gleba are infinite
What's a bit unclear about item stacks on belts, to me at least, is that they say bulk inserters are the only *guaranteed* way to get full stacks on a belt, and the alternate text on an animation said "normal inserters *can* cause smaller stacks" So, they make it sound like you can still get stacks from other inserters, yet only bulk inserters guarantee they will always be maxed out. But on that same animation you see a regular inserter picking up 3 items from a stack, and putting them down as three single items. And contrary to what the name says, the stack inserter showed the same behavior, just with more items.
the new inserters “stack inserters” will be the only thing placing stacks on the belt(with the exception of the larger miner) bulk inserters (the current stack inserters) will take up to a full stack off the belt, but no inserter will add to a stack thats already on the belt unless you use stack inserters to take them off and put them back on. i hope this clears it up some, but until we get our claws on it we wont really know how it works❤
I felt it was clear that Bulk Inserters would be the only inserter that can create belt-stacks, but any other inserter can possibly cause partial belt-stacks to exist by pulling only part of a stack from a belt. And, they've actually been renamed to Stack Inserters, with the existing Stack Inserters being renamed to Bulk Inserters.
@@Vumdar efficiency modules can help, and of course going to solar or nuclear power asap since steam power produces a ton of pollution from the boilers. Also using electric furnaces instead of stone of steel furnaces
@@GavinChapmanphotography Hey! Unfortunately the site is longer up and I don't own the domain anymore. I will remove it from the description, thanks for the heads up. :)
@@GavinChapmanphotography Not currently. To be honest, all my blueprints I had on my site are extremely outdated and most aren't really up to current standards. Will probably be remaking all my blueprints when 2.0 comes out anyway. :)
I have a question. After update that mechanics will be available in mods like Space Exploration? Developer of Janky Quality mod tell us that game engine have limitations. Thanks in advance
I would imagine that 2.0 is gonna break a whole lot of mods. But that’s okay because their devs will have until everyone is finished with the expansion to fix the mods Edit: Actually Wube mentioned that Space Age is going to technically be a mod, so if you just play with that off every mod should work fine. The biggest changes are probably circuit stuff, train groups, and the fluid system. But I don’t think any of those would break anything. It will be really interesting to see what mods like Space Exploration or Krastorio are like after they (hopefully) get implemented with Space Age and also the new kinds of mods that are going to be made that are completely unique.
It's taken quite a bit of work and offers thousands of hours of gameplay. I think 60 dollars for two factorios is a pretty good price! Considering how many hours I've put in over the last 4 years
I just love the fact that it's so obvious that the devs all these years later still absolutely love playing the game. There's so much care and thought put into all this, and the transparency and hearing feedback makes me feel these are going to be fantastic additions to the game.
I think the best way to look at the beacon changes is that it's just less punishing to use fewer beacons, so in some cases you can consider using a few less if it improves the overall layout
Also the changes make beacons much more powerful for newbies
I'm still hoping for integration of the most important mod into the main game: DISCO SCIENCE!
Agreed
Actually forgot that was a mod.
It needs to be base, agreed.
Yes, I need my scientific rave domes
And of course not without their mod companion: LabDansen! (With the volume fix)
The last planet being an ocean planet and "totally unique mechanics" means we're getting seablock in vanilla Factorio!
Manual locomotive pushing is NOT a gimmick, it's probably the only thing that will save you if you're stuck on a train that runs out of fuel on an elevated rail section above water and you have no fuel in your inventory.
Yes, that's a niche situation. However, another way of saying "niche situation" is to instead say "Edge case", and the Factorio devs love having defined behavior and a way out of every edge case.
So it needs to be that way.
you did like a powerpoint presentation for Wube, well done m8, we appreciate the filtering of all those fffs, amazing. Keep up the good work.
he has the cool power point background😎
Got to say he made a power point that means it's good.
I’m also so excited to see the speedrunners figuring out how to do the expansion, will be months of quickly lowering times I guess…
Really appreciate your afford! It will be fun trying to master all the new aspects and then watch the crazy stuff the community will create. I can't imagine right now what the new mega bases will look like and what insane combinator and train setups the people come up with. It will be awesome for sure
@@disskuss4268 Thanks! I'm so excited as well and can't wait to see what bases look like across planets and on space platforms, etc! So many gameplay hours to bad had for sure!
Factorio 2.0 releases on my birthday!! YIIPPEE!!! Best gift ever!!
10 days. Are you excited?
I was hoping they would do something similar to Dyson Sphere Program (since a lot of these features were in that game already and may actually be inspired imo) with the rocket turrets and have something like the Signal Tower. The Signal Tower was a building that extended the range of all rocket turrets to its own, basically turning them into artillery
I didn’t think about it til just now but 50% productivity on belts is gonna be huge. Blue undergrounds take 80 gears each, so I can’t imagine how expensive green belts are gonna be
Imagine if higher quality beacons have bigger range? Bigger builds!
@@mjay6245 I was thinking about that. I think the only way for it not to be broken is to only have legendary beacons have a wider range. Just 1 more tile should allow you to put a second layer of beacons around buildings, which would be crazy. I’m sure there will be a mod for it
@@mjay6245 i think they would be like the space age advanced beacons which have massive coverage
Holy Cow. Great Job Xterminator, and the Devs have been amazing. With all the games releasing half made, Wube Software released a well made game even years before the 1.0 actual release date and work with the community to make an amazingly detailed game. No one has bad things to say about Factorio without also loving it. I played for about 3 years before they released the 1.0 final version of Factorio and spent about 4,000 hours in game. But I have nothing on most of the hardcore members of this community and Xterminator.
Having watched many first time plays on youyube, I've come to the conclution the not having a reseach queue actualy is very deneficial for new players. On the advice of veteran players they activate the queue. Then they just add a bunch if stuff to it without reading what it does, an they don't notice when a reseach is done. So they have no idea they have unlocked something new and as a result strugle to solve problems to wihich they have the solutions to allreday reseached.
I strongly belive they would gain a better understanding of each new tech without the queue.
Maybe an option to turn it off and on but have it be disabled by default so new players are less likely to use it at the start.
I hope there will be a infinite research which makes the agricultural science packs spoil slower.
@@vanurp9130 now that's an interesting idea! I would love that concept actually
Sounds like somebody's going to have to make a preservative mod pack 😁
I'm so excited for the expansion. The downside is that it feels like a waste of time to start a new base now, so i feel unmotivated to play and work on a base immediately obsolete when it comes out...
Excited for elevated rail
@@sanguineel definitely one of my top anticipated features as well!
I want inserters that can do 90 degree action
And chests that are 2x2 or 3x3 so I don't have to use cars or cargo wagons and I can connect them to circuit
As a person who plays on peaceful/no biters I am still curious how they are going to handle them as they have been silent on them
You dont get to update >:)
Download a mod to force the bitters to be "peaceful" if it bothers you.
Thankfully the modding community for this game is the best i know.
Thank you for all your mods, yes even yoj Timmy who turns the bitters into anime cat girls.
@@JackSeries44or yknow, the peacful setting that makes them only retaliate if you attack them and they dont care about pollution
While I initially hesitate around the spoilage mechanic, I think it'll be great! You have no buffer, therefore, you need to have a well designed base that takes this into account. I have to think cleverly, and I will get to feel satisfied when I make something good. It also encourages me (as someone who doesn't usually) to use modules. If everything is spoiling before I get to use it, great! It means I have an interesting design challenge ahead of me, and I don't actually feel like I've lost anything.
I wonder if the hesitation from people is a dislike of timed challenges (I am one of them. I hate having to do things quickly. No time pressure thank you). But this isn't a time challenge, it's a design and optimization challenge.
I'd love to see if they add in anything that increases spoilage length later in the game, which may help mitigate the issues people have with it.
Plus, I'm sure someone will make a mod for it if they're really not a fan of it.
I imagine the spoilage mechanic will force the use power switches for once and just make everything all at once until we have what we need. Just keep the factory offline until youre ready to make stuff to avoid as much spoilage as possible.
Or sorting out the garbage from your supply lines. Time will tell
@@dbzsuperfan711 having played with it a bit now, I'd say this could be a potential strategy. However, what seemed more common is just recycling anything close to spoiling and running the stuff back through the system again. Since the resources and byproducts on Gleba are infinite
What's a bit unclear about item stacks on belts, to me at least, is that they say bulk inserters are the only *guaranteed* way to get full stacks on a belt, and the alternate text on an animation said "normal inserters *can* cause smaller stacks" So, they make it sound like you can still get stacks from other inserters, yet only bulk inserters guarantee they will always be maxed out. But on that same animation you see a regular inserter picking up 3 items from a stack, and putting them down as three single items. And contrary to what the name says, the stack inserter showed the same behavior, just with more items.
its probably a research or that to get them to drop bulk without the actual inserter maybe?
the new inserters “stack inserters” will be the only thing placing stacks on the belt(with the exception of the larger miner) bulk inserters (the current stack inserters) will take up to a full stack off the belt, but no inserter will add to a stack thats already on the belt unless you use stack inserters to take them off and put them back on. i hope this clears it up some, but until we get our claws on it we wont really know how it works❤
I felt it was clear that Bulk Inserters would be the only inserter that can create belt-stacks, but any other inserter can possibly cause partial belt-stacks to exist by pulling only part of a stack from a belt.
And, they've actually been renamed to Stack Inserters, with the existing Stack Inserters being renamed to Bulk Inserters.
@@TruckingNoob Thank you for the explanation, also good that they switched the names. That seemed a bit counterintuitive.
have a question do we know if the new update is going to change recipes? do we need to make all new blueprints?
What is a good way to help control pollution?
@@Vumdar efficiency modules can help, and of course going to solar or nuclear power asap since steam power produces a ton of pollution from the boilers.
Also using electric furnaces instead of stone of steel furnaces
Expand your diplomatic artillery department
the fact that the expansion will be released when i'm on the finals exams
i bought this game 3 years ago and still not reach rocket yet
gonna have to wait until december to play so I dont tank my gpa 😂
Thank god I graduated before this released
Same fucking thoughts. Worst time to release this type of game
@@alexanderheim9690 if it was released in summer it would be hella good
расскажи больше про то, что делать с енотами, когда они громко рычат на конвеерах :)
Hey ExT! I was trying to access your website you listed here but it diverts to a casino site. Does it still exist?
@@GavinChapmanphotography Hey! Unfortunately the site is longer up and I don't own the domain anymore. I will remove it from the description, thanks for the heads up. :)
@@Xterminator is there anywhere else you post your blueprints?
@@GavinChapmanphotography Not currently. To be honest, all my blueprints I had on my site are extremely outdated and most aren't really up to current standards. Will probably be remaking all my blueprints when 2.0 comes out anyway. :)
VolcAnus
Seeing all these QoL changes makes it easier to not play Factorio during the next 90 days 😀
I have a question. After update that mechanics will be available in mods like Space Exploration? Developer of Janky Quality mod tell us that game engine have limitations. Thanks in advance
I would imagine that 2.0 is gonna break a whole lot of mods. But that’s okay because their devs will have until everyone is finished with the expansion to fix the mods
Edit: Actually Wube mentioned that Space Age is going to technically be a mod, so if you just play with that off every mod should work fine. The biggest changes are probably circuit stuff, train groups, and the fluid system. But I don’t think any of those would break anything.
It will be really interesting to see what mods like Space Exploration or Krastorio are like after they (hopefully) get implemented with Space Age and also the new kinds of mods that are going to be made that are completely unique.
misleading title. this is expansion content, not strictly 2.0
I HATE the idea of the spoilage mechanic
Excited for the update. Equally excited for the mods that'll let me turn off all parts I don't like. Don't let me down factorio community
I love how spoilage goes against my way of building. The game pushing back and forcing me to think a certain way is so cool.
Она вода, а не видео. Читает, читает по написанному... А в реальной игре не показал. Смотреть нет смысла 👎
$30 is an insane price tbh
It's taken quite a bit of work and offers thousands of hours of gameplay. I think 60 dollars for two factorios is a pretty good price! Considering how many hours I've put in over the last 4 years
insanely low yeah
@@WhyAreWeForcedIntoHavingThis terraria costs $10. ten. freaking. dollars. and often goes on a discount. it's just greed.
@@BLXXCH no. it's worth $15 at best. will pirate it anyway since I'm not paying another $30 for an update.
@@anon1963 if you don't have $30 for the game I hope in the future you will. These developers are some of the best I've ever seen