A lot of Factorio players don’t actually realize the potential for unique solutions and cool design packed into mid game. it’s a shame because most of the brain scratching happens before modules and bots, and personally it’s the most enjoyable part. So thanks for scratching this itch that a lot of us probably have. ❤
personally i play up until bots and modules and usually find myself getting bored or exhausted past that point. Yes I can play without them but having to scale up production for the sciences needed for endgame is extremely painful without them. The mid game is truely where the most fun is at. Find this true for any mod overhauls too, struggle to finish any of them.
was watching this and about two minutes in i thought, "i could be eating a subway while im watching this" so i went and got a subway and now im eating a subway while im watching this
during the musical montage at 37:05, I very much enjoy the use of severe audio compression while fixing mistakes, to add pain without stopping momentum
Just at the start and already the Factorio devs are amazing. Automation being exempted from increased research cost is so simple but makes starting a challenge like this so much better.
50:10 "I could redo it, but I instead go with the slightly jank but entirely functional solution and resolve to never look at the thing again" This is every factorio playthrough for me 🤣
Yep, not my thing either, still wondering how that guy on the discord enjoys his x1k runs, perhaps it's more enjoyable in space age, but still it's quite grindy
Man, I don't think I can thank you enough for showing off Ghost Placer Express! Probably the single best QoL mod in terms of raw time saved, and helps to get rid of a lot of the tedium of the pre-bot era - even as a novice player who has yet to progress beyond the beginning of the bot age.
There is something about this video that just made me think, "this is a fantastic youtuber". The style, voice over, editing, it hit me just right. What a joy to watch
35:55 there is a mod that will automatically design and place a ghost for fluid fields. it's pretty nice. look up the mod P.U.M.P. by Xcone. I've lived by it after trying it once. Good video, nice to see complete play-throughs.
Ifs so pleasant to listen to you talk like this with this nice accent, its so relaxing, and those kind of challanges are way mkre fun to watch than i though
I put efficiency modules in my miners even in normal playthroughs, to save energy and pollution. Unless you have unusual settings for resource patches, adding more miners is usually better than speed modules, and productivity modules are additive with the mining productivity tech, I think, so productivity isn't worth it. Even with very polluting assemblers, having efficiency in the miners helps a lot with total pollution spread. The Factorio calculator allows you to click on individual ingredients to ignore their production, for when a facility is taking in both base and intermediate components. I use that feature a lot. I always have my higher volume trains 4 cars long, and lower volume things 1-2, so I don't have to balance things three ways. And the inserters loading or unloading each car are a power of two, so splitters easily keep each chest balanced. I never use three cars unless it's carrying different things in each car.
All the midgame solid recipes looking the same is why I like direct insertion so much, highly recommend messing with that if you want to make things harder and prettier
Directly inserting recipes with more interesting ratios than 1:1, 1:2, 2:3 is the most fun part, a close second is using exotic storage and transport solutions like having loops of cars on a belt for massive throughput where rails don't fit or stationary wagon "warehouses" to feed islands of assemblers with lots of different items.
I like playing with higher science costs, that way you don't get tempted to build spaghetti and you have lots of time to plan things or to just afk and watch the items move around.
9:20 you can just pick an inserter in ur inventory and rotate the way you want, then click on the wrongly rotated inserters and they will instantly rotate so you don't have to press R twice 80 times
When placing builds, if you have power poles in the blueprint, you can the poles and it will place them properly. So if you're building power, you can run poles one way and then spam pipes into the gap in the column between steam engines.
У меня было похожее прохождение, правда на x20 или x30, уже не помню, самое интересное было на моменте, когда пули перестали брать жуков, а технологий даже близко ещё нет, тогда началась гонка, что произойдёт быстрее - я изучу огнемёты или жуки меня сожрут. Было очень весело, прям буря эмоций была.
Mixing speed and efficiency modules can get power way lower than efficiency alone by reducing the number of machines while keeping the power consumption at the same 20%. Pollution doesn't respect that minimum so the math is more complex, but the same concept applies.
I just finished a run on 10x science with expensive mode. I started up a deathworld, but I'm thinking of doing this one next. The 10x run included the questionable decision of leaving all the biter settings at their defaults, save expansion, and keeping default ore settings with 75% frequency. I never use turret creep, so I was using a car and yellow ammo to destroy nests with crowds of big biters and spitters trailing me, and was using tank shells and poison capsules against behemoths. I'm not totally convinced about your decision to put efficiency modules in everything. Productivity 1 in all the assembler 2s would reduce raw input requirements by ~40% overall which cuts down on the boring mining builds.
To make the solid build look a bit more diffrent, and.. well quite a bit harder to make. I usually make all the pre production in the same stack. For example, if i make a purple set up in steed of feeding it mellters, tracks and productivity. I feed it Stone, red circut, green circut, steel, stone bricks, iron and rocks. Of cause this does limit the length of the stack quite a bit, but it can just have more stacks. The whole build become much more compact than having several different build and its much cleaner. Of cause this build also requires for example 6 inputs, as well as ... well 3 "middleputs" and one output. To make this somewhat compact when the first middle production end the first start, then the belt for the supply for the first need to end so the output for the first need to start. To make this more compact i typically use 2 color belt weaving and use the empty space between them for extra power-poles and inverters. This way i can have a 3 or 4 wide center track with up to 8 belts and 16 lanes. And some items my use 2 or 3 .. sometimes 4 lanes. This does make the build quite a bit more challenging also make they considerably more varied. as well as make the base cleaner. Stuff like red circus i usually produce centrally In addition to this i typically don´t have a smelting stack. I use almost exclusively on mining smelting. This does lower the amount of train quite significantly. In addition to that i run very long train and single track (well not the core network). Not becasue i need to, but because it looks more interesting. And i do melt steel at the mining site directly.This cut down on the number of train quite consideraly. On top of that i also typically make green circuit at the mining site. Having a small dedicated feed train taking iron to a copper mine and covering it to green circuits for the train to take in. For a outpost like green circuit and steel that i have say 10-12 wagons, i typically never need more than one train. Even for a very big outpost, it takes a long time to fill a train.
Check out Michael Hendricks ultimate deathworld series, he builds a nearly fully beaconed base with productivity modules and the maximum efficiency bonus on every building
Yeah I do turn them off in the end. I got to the point where I could show I could easily handle any nest the game could throw at me and then just turned them off to save the probably 30 hours of clearing I would have to do
at 25:00 this is the perfect example where you can offset your grenade assemblers by one tile north/south and use filtered splitters to repeatadly swap the coal/iron lanes, also with blue science, you can get away with direct inseting engines into the blue science assemblers, its not perfect ratio, but its close enough, and lets you compact your build some more
Very realistic.this is about as fast as a tiny little half-sphere launching random lighting discharges would actually do in terms of research and thinking
I mean, at that point then sending up rockets would be the easy part. I don't think I have generated 1200 red science per minute without using mods that increased the module levels by a lot. And allowed me to use production modules on any automated craft... Yeah I rather make compact designs rather than huge designs.
I was thinking it's too short and too easy :) It was then I found I can multiply cost and I completed my first playthrough with 10x modifier on train world with resource patches set to "normal" levels and biters expansion on.
i did a different playthorugh the other day. One stack challange! Only one stack can be placed of each building/conveyor/inserter/belt. Its also gives a very intresting challenge, where a lot of otherwise non used stuff (like efficientcy moduls) are used. The biggest limitations are pipes, you need coal or oil close to the water. Belts - you cant do normal smelter arrays. And power. Since you can only place 10 powerstation and 50 solar its a big limitation when you get to the late game. Try it its fun!
13:50 u can use underground belts to make ur miners more compact, place 2 underground belts and place ur powerpole in between. That way all the space in an ore patch can be used by miners.
Sorry if I'm giving tips for something you already know, but for the mistake you made with the factorio calculator - you didn't actually have to check the calculation of just green circuits and subtract it. You can click on the icon of any resource in the chain of resources it calculates, and basically mark it as an item that you already have enough of
It took my 300 hours, but I didn't bother to research anything until I was capable of 900SPM of everything besides space sc because I vastly overestimated how long the research would take.
Comments added as i watch: 9:00 looks carefully, thinks a bit, looks again, realisation dawns...OH! Followed by having a good chuckle. Ouch i felt that. 17:00 ughhh it's grey not black, i'm sure you get thuis a lot and don't care. TBH neither do i it's just triggering my OCD a bit and i need to get it off my chest. 36:00 yes, yes it does make me feel i'll.
It took me ~350 hours on a mostly normal run to achieve world peace. I locked myself to a 42*42 chunk area. It's basically impossible without level 1 efficiency modules and bots. Untill I had nuclear I only had 36 MW of boilers to carry me. I learned a lot but holy cow does this look like a challenge lol
Love your Videos you have produced so far! But I noticed that you get your colours mixed up from time to time. Are you pehaps colourblind? Might be worth doing a test on the internet. Cheers and waiting for more!
Yeah a lot of people misunderstood the what I was saying. At the time I meant that it was the same design as the first green science setup but with blue assemblers instead but it didn’t come across right.
Its from a mod, not vanilla. I don’t know which mod. But a different youtuber I watch also used it and said as much. Not to mention personally scouring the control scheme to see if I could find something. But nope. In vanilla you’ll just have to have a spastic attack while holding Z with little hope of it ever being distributed evenly
Brand new viewer here, I will try to be constructive here. I am not a huge fan of QOL game improvements, yet while attacking the 8 minute mark I see quite a lot of workarounds around the enormous challenge. You even comment at 20:54 how easy it is to kill nests, while you place turrets with ammo at the same time. The pinnackle of going with too hard of a challenge was removing the biters all together. I would personally prefer either the challenge being easier (multiplier f.e. 50x, 30x, 10x) or committing the time, energy and the resources to the project, so that we could fully appreciate the pain, effort and dedication of yours. I personally feel a bit deluded and click baited with all the QOL thingies. All that said, I've personally tried 100x modifier and failed magnificently, yet here you have done it, I'll be it with all the favors of yours. So in the end, you did better than I did. I hope you find this comment rather useful than insulting. Thank you for the video!
suddenly noticed a trend in your accent which has become extremely difficult to unhear. It’s how you pronounce L as R. Rand instead of Land, reft instead of left, and prace instead if place. Amazing video regardless, but I haven’t heard this in other accents.
I wanted to just watch it for 5 minutes to see how your factory end up, but I watched the whole thing
Great content!
huh it's trupen
wait its trupen
Did you know...
@@kokainshitpile an untouched Trupen comment
THE MAN! THE LEGEND HIMSELF!
Rock
A lot of Factorio players don’t actually realize the potential for unique solutions and cool design packed into mid game. it’s a shame because most of the brain scratching happens before modules and bots, and personally it’s the most enjoyable part. So thanks for scratching this itch that a lot of us probably have. ❤
personally i play up until bots and modules and usually find myself getting bored or exhausted past that point. Yes I can play without them but having to scale up production for the sciences needed for endgame is extremely painful without them. The mid game is truely where the most fun is at. Find this true for any mod overhauls too, struggle to finish any of them.
Try death world marathon whis 600/600 byter.
@@vikwaspukraine7674"Whis, get the Biter Killer!"
"Of course, my lord."
was watching this and about two minutes in i thought, "i could be eating a subway while im watching this" so i went and got a subway and now im eating a subway while im watching this
based
Why is this super cute ❤
@@michaeldonoghue9015 because its based and cute pilled, just a lil guy having his nom-noms
Was the subway good ?
during the musical montage at 37:05, I very much enjoy the use of severe audio compression while fixing mistakes, to add pain without stopping momentum
I thought it was dampening of a distant music source D:
Just at the start and already the Factorio devs are amazing. Automation being exempted from increased research cost is so simple but makes starting a challenge like this so much better.
"Yes, it is cheating. No, I don't care." what a legend. This is a good video.
Cheating the challenge away is bad, cheating the tedium away is good and healthy.
It's like rare candies in pokemon nuzlock challenges.
No, killing 100 metapod is not challenging or engaging, it's boring.
@@Londronable grinding is cringe and cheating is based
50:10 "I could redo it, but I instead go with the slightly jank but entirely functional solution and resolve to never look at the thing again"
This is every factorio playthrough for me 🤣
factorio players always think if they could, but never stop to think if they should
"CAN you BEAT Factorio IF EVERY BITER HAS INFINITE HP?!?!?!"
-some Factorio player in the future probably
I was planning to do a x100 research run like yours and watching your run convinced me otherwise. THANK YOU!!!! Great Playthrough =)
Yep, not my thing either, still wondering how that guy on the discord enjoys his x1k runs, perhaps it's more enjoyable in space age, but still it's quite grindy
I LOVE your delivery of jokes, descriptions, and pretty much everything. You say most things with a similar tone, so every joke hits way harder
Man, I don't think I can thank you enough for showing off Ghost Placer Express! Probably the single best QoL mod in terms of raw time saved, and helps to get rid of a lot of the tedium of the pre-bot era - even as a novice player who has yet to progress beyond the beginning of the bot age.
There is something about this video that just made me think, "this is a fantastic youtuber". The style, voice over, editing, it hit me just right. What a joy to watch
i wasn't sure if i'd watched the series already, so now i've watched it twice. another excellent video as always :D
35:55 there is a mod that will automatically design and place a ghost for fluid fields. it's pretty nice. look up the mod P.U.M.P. by Xcone. I've lived by it after trying it once.
Good video, nice to see complete play-throughs.
Ifs so pleasant to listen to you talk like this with this nice accent, its so relaxing, and those kind of challanges are way mkre fun to watch than i though
I found that having more fun ways to deal with biters make it more bearable. Krastorio in particular makes clearing a breeze.
I love the scaled up number of yellow belts/basic assemblers approach to factorio builds . Space is infinite, make the factory huge!
I watched every single episode but I am watching this again. Truly a unique run. Thank you for the pains you went through for us.
Dude I hope you become huge. I loved the video. Keep up the awesome work.
btw, trains have a default request threshold in the mod options, you can set it to 50 x 40 x 3 = 6000 (so that ore trains will still work)
Wait what
6:10 when you said “we return home” it made me realize that the engineer needs a little house to live in.
Once you have enough robots you’d never need to leave :D
I guess you can use factorissimo for the building itself
I put efficiency modules in my miners even in normal playthroughs, to save energy and pollution. Unless you have unusual settings for resource patches, adding more miners is usually better than speed modules, and productivity modules are additive with the mining productivity tech, I think, so productivity isn't worth it. Even with very polluting assemblers, having efficiency in the miners helps a lot with total pollution spread.
The Factorio calculator allows you to click on individual ingredients to ignore their production, for when a facility is taking in both base and intermediate components. I use that feature a lot.
I always have my higher volume trains 4 cars long, and lower volume things 1-2, so I don't have to balance things three ways. And the inserters loading or unloading each car are a power of two, so splitters easily keep each chest balanced. I never use three cars unless it's carrying different things in each car.
Finding this late but thanks for this video! Your content is incredibly entertaining and this was a total blast to watch
"the day that I graced these biters village was the worst of their lives, but for me it was Tuesday." goes too fucking hard for no reason. 49:51
this is such a great video.
much appreciation for your hard work
DoshDoshington MENTIONED! Lets gooo
Nice to see a fellow northern lad making YT videos, keep it up!
"fun in the sense that trapping your fingers in the car door is fun. it's only really entertaining for other people" bro that is hilarious
All the midgame solid recipes looking the same is why I like direct insertion so much, highly recommend messing with that if you want to make things harder and prettier
Directly inserting recipes with more interesting ratios than 1:1, 1:2, 2:3 is the most fun part, a close second is using exotic storage and transport solutions like having loops of cars on a belt for massive throughput where rails don't fit or stationary wagon "warehouses" to feed islands of assemblers with lots of different items.
just started the video and the cliff rng being a circle around your start area is insane
I like playing with higher science costs, that way you don't get tempted to build spaghetti and you have lots of time to plan things or to just afk and watch the items move around.
9:20 you can just pick an inserter in ur inventory and rotate the way you want, then click on the wrongly rotated inserters and they will instantly rotate so you don't have to press R twice 80 times
When placing builds, if you have power poles in the blueprint, you can the poles and it will place them properly.
So if you're building power, you can run poles one way and then spam pipes into the gap in the column between steam engines.
У меня было похожее прохождение, правда на x20 или x30, уже не помню, самое интересное было на моменте, когда пули перестали брать жуков, а технологий даже близко ещё нет, тогда началась гонка, что произойдёт быстрее - я изучу огнемёты или жуки меня сожрут. Было очень весело, прям буря эмоций была.
The fact that this guy beat the game with 100x longer research in only 15 hours is actually insane
Keep in mind that this run had a lot of 5x speed. The in-game time on the top left shows over 80 hours.
@@Aldrasio yeah turns out I was looking at the clock and he launched the rocket at 3 pm
“Factorio is too short” sayers when I show them the indomitable human spirit
This was a fun video, keep it up!
Ngl
your british accent made me watch the whole thing.
and your amazing gamplay as well.
Great content keep going
A very efficient and strong base design for green curcuits. A true engineer
Entertaining factorio videos and great challenges
Here's a horrifying thought:
At 100x research cost, a 1000 SPM vanilla megabase is equivalent to a measly 10 SPM.
Mixing speed and efficiency modules can get power way lower than efficiency alone by reducing the number of machines while keeping the power consumption at the same 20%. Pollution doesn't respect that minimum so the math is more complex, but the same concept applies.
Your voice fits this video perfectly.
I just finished a run on 10x science with expensive mode. I started up a deathworld, but I'm thinking of doing this one next. The 10x run included the questionable decision of leaving all the biter settings at their defaults, save expansion, and keeping default ore settings with 75% frequency. I never use turret creep, so I was using a car and yellow ammo to destroy nests with crowds of big biters and spitters trailing me, and was using tank shells and poison capsules against behemoths. I'm not totally convinced about your decision to put efficiency modules in everything. Productivity 1 in all the assembler 2s would reduce raw input requirements by ~40% overall which cuts down on the boring mining builds.
To make the solid build look a bit more diffrent, and.. well quite a bit harder to make. I usually make all the pre production in the same stack.
For example, if i make a purple set up in steed of feeding it mellters, tracks and productivity. I feed it Stone, red circut, green circut, steel, stone bricks, iron and rocks.
Of cause this does limit the length of the stack quite a bit, but it can just have more stacks. The whole build become much more compact than having several different build and its much cleaner.
Of cause this build also requires for example 6 inputs, as well as ... well 3 "middleputs" and one output.
To make this somewhat compact when the first middle production end the first start, then the belt for the supply for the first need to end so the output for the first need to start.
To make this more compact i typically use 2 color belt weaving and use the empty space between them for extra power-poles and inverters. This way i can have a 3 or 4 wide center track with up to 8 belts and 16 lanes. And some items my use 2 or 3 .. sometimes 4 lanes. This does make the build quite a bit more challenging also make they considerably more varied. as well as make the base cleaner. Stuff like red circus i usually produce centrally
In addition to this i typically don´t have a smelting stack. I use almost exclusively on mining smelting. This does lower the amount of train quite significantly. In addition to that i run very long train and single track (well not the core network). Not becasue i need to, but because it looks more interesting. And i do melt steel at the mining site directly.This cut down on the number of train quite consideraly.
On top of that i also typically make green circuit at the mining site. Having a small dedicated feed train taking iron to a copper mine and covering it to green circuits for the train to take in. For a outpost like green circuit and steel that i have say 10-12 wagons, i typically never need more than one train. Even for a very big outpost, it takes a long time to fill a train.
I'd love to see a new playthrough of this with space age! Decided to watch it again.
Good stuff! 86 hours really isn't too crazy considering the AFK time and time warping. I've never heard of Cybersyn and now I'm excited to try it out.
15:43
oh gosh, you already produce more power than my first base that launched rockets
40:43 a stealth megabase is one of the coolest sounding things I’ve heard
Check out Michael Hendricks ultimate deathworld series, he builds a nearly fully beaconed base with productivity modules and the maximum efficiency bonus on every building
“cheating” to find biters is 100% understandable. Heck, it would have even been acceptable to turn biters off. The science is rough enough
Yeah I do turn them off in the end. I got to the point where I could show I could easily handle any nest the game could throw at me and then just turned them off to save the probably 30 hours of clearing I would have to do
at 25:00 this is the perfect example where you can offset your grenade assemblers by one tile north/south and use filtered splitters to repeatadly swap the coal/iron lanes, also with blue science, you can get away with direct inseting engines into the blue science assemblers, its not perfect ratio, but its close enough, and lets you compact your build some more
how do you place that guns and they automatically shoot without inserting ammo ?
Very realistic.this is about as fast as a tiny little half-sphere launching random lighting discharges would actually do in terms of research and thinking
wait wait wait. If this is a 100x research cost challenge, shouldn't you launch 100 rockets?
I mean, at that point then sending up rockets would be the easy part. I don't think I have generated 1200 red science per minute without using mods that increased the module levels by a lot.
And allowed me to use production modules on any automated craft... Yeah I rather make compact designs rather than huge designs.
Just discovered you, but I wish I did earlier! Great content!
lovely video!
Talk about I want more problems, my life is far too easy!
Well done though but what a daunting project you did so well congratulations.
I was thinking it's too short and too easy :) It was then I found I can multiply cost and I completed my first playthrough with 10x modifier on train world with resource patches set to "normal" levels and biters expansion on.
i did a different playthorugh the other day.
One stack challange! Only one stack can be placed of each building/conveyor/inserter/belt.
Its also gives a very intresting challenge, where a lot of otherwise non used stuff (like efficientcy moduls) are used.
The biggest limitations are pipes, you need coal or oil close to the water.
Belts - you cant do normal smelter arrays.
And power. Since you can only place 10 powerstation and 50 solar its a big limitation when you get to the late game.
Try it its fun!
51:19 This is my favorite stacker/station layout!! I use this all the time in LTN-based builds.
35:10 lmao now that's a gamer move
"looks pretty cool though, even if it is wrong" -every factorio player ever
55:31 😮😮😮
13:50 u can use underground belts to make ur miners more compact, place 2 underground belts and place ur powerpole in between. That way all the space in an ore patch can be used by miners.
Now, do 100 times science with that mod that adds 36 more sciences.
Sorry if I'm giving tips for something you already know, but for the mistake you made with the factorio calculator - you didn't actually have to check the calculation of just green circuits and subtract it. You can click on the icon of any resource in the chain of resources it calculates, and basically mark it as an item that you already have enough of
Have you tried Pyanodon mod set? It is definitely the one for those who up for the length and challenge in Factorio.
Fantastic!
how did you reply six days ago
what??
Probably a perk for supporting him on ko-fi
@@dudeman7583rewatch the first 6 seconds of the video
@@ripecontext well now i feel dumb lol, idk why my brain ignores that
86 hours on x100? Respect
It took my 300 hours, but I didn't bother to research anything until I was capable of 900SPM of everything besides space sc because I vastly overestimated how long the research would take.
What mod is that for the turrets to be placed with ammo in them ?
When I played the section around 3 minutes and shaved simultaneously, with my electric razor, you sounded extremely Dutch.
Comments added as i watch:
9:00 looks carefully, thinks a bit, looks again, realisation dawns...OH! Followed by having a good chuckle. Ouch i felt that.
17:00 ughhh it's grey not black, i'm sure you get thuis a lot and don't care. TBH neither do i it's just triggering my OCD a bit and i need to get it off my chest.
36:00 yes, yes it does make me feel i'll.
still watching
thanks
i have 250H and never finished it....
How do you place the turrets, and instantly put 10 ammo in?
so after this is made we go back to normal science but 100x resource cost and then after that we just go 100x everything?
That was a great video.
he did not live to see the day of the most modern of weaponry: the console command XDD
I got inspierd thx to you to try 100x Research in space age i think my PC will die from what i have to do on gleba
36:30 this moment made me laugh really hard)))
Really enjoyed your video
I'd like to try making my own Factorio video
How high is your Bitrate for your recordings?
8:20 "Obscene number of boilers"
... My current space ex base has 84 boilers before chem science
WELCOME TO IT FRIEND
this is a damn fine starter base you build there. Sad that you cut the part away where you build the actual base :P
What's next? An "all recipes double cost" run?
As in, *all* recipes, so recipes with multiple stages effectively stack the multiplier XD.
Ive never ever heard someone mess up l and r as a speech impairment
"charrenge" "porrution" "sorution" etc xD
Sick video tho.
It took me ~350 hours on a mostly normal run to achieve world peace. I locked myself to a 42*42 chunk area. It's basically impossible without level 1 efficiency modules and bots. Untill I had nuclear I only had 36 MW of boilers to carry me. I learned a lot but holy cow does this look like a challenge lol
Massive.
Got yourself another sub lad! very entertaining :) whens the 10000x Run?
Do you have a list of the background music used, esp for the timelapses like at the very end? Such good choices for this vid, love it
Love your Videos you have produced so far! But I noticed that you get your colours mixed up from time to time. Are you pehaps colourblind? Might be worth doing a test on the internet. Cheers and waiting for more!
I’ve never noticed where did I mix up colours.
I dont know where exactly but maybe it was some mix up of the words. You talked about doing blue science, when you were working on green.@@ripecontext
Yeah a lot of people misunderstood the what I was saying. At the time I meant that it was the same design as the first green science setup but with blue assemblers instead but it didn’t come across right.
Instead of measuring everything and deconstructing, why not CTRL+C/CTRL+V the things you lay out?
I have a question about you all factorio youtubers. Do you use replay function or record directly with your computer ?
I use OBS to record
@@ripecontext thanks !
why do he use that smelter design and not 1 pole in between the furnace is he stackt on wood or somting?
What’s the bind to put multiple things into multiple buildings and have it all even?
Its from a mod, not vanilla.
I don’t know which mod. But a different youtuber I watch also used it and said as much.
Not to mention personally scouring the control scheme to see if I could find something.
But nope. In vanilla you’ll just have to have a spastic attack while holding Z with little hope of it ever being distributed evenly
This actually seems kinda fun if you turn off biters completely.
Brand new viewer here, I will try to be constructive here. I am not a huge fan of QOL game improvements, yet while attacking the 8 minute mark I see quite a lot of workarounds around the enormous challenge. You even comment at 20:54 how easy it is to kill nests, while you place turrets with ammo at the same time. The pinnackle of going with too hard of a challenge was removing the biters all together. I would personally prefer either the challenge being easier (multiplier f.e. 50x, 30x, 10x) or committing the time, energy and the resources to the project, so that we could fully appreciate the pain, effort and dedication of yours. I personally feel a bit deluded and click baited with all the QOL thingies. All that said, I've personally tried 100x modifier and failed magnificently, yet here you have done it, I'll be it with all the favors of yours. So in the end, you did better than I did. I hope you find this comment rather useful than insulting. Thank you for the video!
1:27 praise be🎉
36:50
and that base must have been more painful to build than the two maths A levels 🤣
actually nah further vectors is worse 💀
suddenly noticed a trend in your accent which has become extremely difficult to unhear. It’s how you pronounce L as R. Rand instead of Land, reft instead of left, and prace instead if place. Amazing video regardless, but I haven’t heard this in other accents.