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<a href="#" class="seekto" data-time="380">6:20</a> - For those who are happy to play with mods, my Car Finder mod is already updated for 2.0. Thanks to Wube for beta access so I could update FactorioBin & mods!
I have a strong fealing that they didnt include vehicle finder as a form of an easter egg hahaha, it is just where u last left it, gl finding it now :D
That blueprint logistics request is really neat. It's one of those things that makes me go "that is such a nice thing to have - why didn't I ever thing about that?!"
Playing Space Exploration a year ago I wanted to be able to request blueprint content so badly, I even found mod for that, but it was bad to say at least. And at last this functionality is in the game itself. Tears of joy.
Yeah, I can't wait to play Space Exploration on 2.0 and finally try to finish it, there are a ton of quality of life features that are going to make the process a lot less painful and fun
Nilaus. Your logistics group multiplier is for your ice cream trucks in space age. The truck at Navius takes 4x the group giving it for example 4 planets worth of material. Then each planet could request 1x the group taking only their fair share.
@@Nilaus yeah, two sounds reasonable. Over time the planets would even put and may not draw that much from a group. It could also be a quick way to set a group for personal use and then multiply it for spidertrons or something else. Niche use I think.
There might not be in terms of an allow/avoid list but there is the option to add everything to priority and check the 'only priority' option he mentioned.
<a href="#" class="seekto" data-time="885">14:45</a> I went to the patch notes and looked for exactly this features (I searched for all instances of "blueprint") but didn't find it. This is super great. What I want now is a way to translate blueprint ingredients or a logistic group into signals for a constant combinator. Because I typically have some chests accumulating the things I need to paste a large blueprint and I have some combinators set to light up when everything is gathered.
"It [combinator's description] would be as useful as programmers commenting on code.. As in not useful" Woah woah, slow down there, that's actually really useful I remember a million times that saved me on my job what the heck
The savings in landfill alone is mind-boggling!! I remember doing megabase in a book and having three teams of spidertrons filling the the freaking OCEAN so I could grow the factory!!!
Whoa - soo many nice features! Love it. Poor developers. I can feel their pain of finding useful variable names for all the great new logistic features. Also joined patreon today to get your nice blueprints. Thanks for putting in the effort of creating (and maintaining) such a nice library.
<a href="#" class="seekto" data-time="1290">21:30</a> O M G!.... i really really loved having seperate refueling station in any playthrough i do, and always made finicky and over complicated circuits. (which never even worked well)
There were changes to robot pathing that you missed. Such as what it does if it runs out of power while attempting to cross an empty field. Instead of going back to the closet roboport to recharge, it will recharge at a roboport that is closer to the robot's destination.
Randomized input on the selector combinator could be useful for filter inserting when you have many items and some might not be available, but there is likely better ways of doing it, especially with the new inserters.
The main advantage of the new recipe setter is to make a Make Anything Machine. And its incredibly easy too!. Just multiply everything in a logistics network by -1, add it to a Constant Combinator that has all the items you want, and any intermediates, and then connect this to something that filters out the negatives. Put a selector combinator on this and feed this into the assembler, and now you have a logistics network system that automagically makes ANYTHING that you request for, as long as it doesn't require liquids.
I think setting assembling machine recipes with circuits would be most practical for very low volume items that aren't only for personal use. It seems to go quite well with vehicle blueprints, and if the blueprint can request equipment grid items, that represents a lot of different items you only need a few of once in a while. Also, uncommon buildings like nuclear reactors. You could just check for items needed by the logistics network, filter the signal to a list of low-volume items, and set assemblers by that.
Changing your stations name to one constant will break the logic behind those icons Using the "fuel"-icon in the interrupt condition replaces it with the fuel of that locomotive So when the condition is checked in the interrupt it checks for "[FuelType]" (gets replaced with for example coal).. so we search for a station with the name "[CoalIcon]" Your station is named "FuelIcon" .. just the icon.. so the condition will never be true
the combinator thingy <a href="#" class="seekto" data-time="2430">40:30</a> feels like building an autobalancer so problems build up along more hours XD
What I'm doing about the hold left click to deconstruct in map view, is just using CTRL + D for deconstruction planner, since it does not have any delay
The X and Y part for the blueprints do kinda make sense from a gamedev perspective, because drawing the screen starts from the top-left corner going right then down.
I played a bit earlier today, and I found a few interesting things, like tab being another key for the map. Weapon changing is now the c key instead of tab, so you need to press shift+spacebar to shoot target entity (I wanted to shoot a chest that I put my pistol in). I also found that I can press q to select an item from my inventory, instead of clicking it like every other person who grabs something from their inventory. I want to say that this feature makes no sense, but I did actually do it so there is at least one person who's used it.
<a href="#" class="seekto" data-time="152">2:32</a> Folders were already a thing, unless you meant the ability to add folders within the game is new. Previously you could open the save directory and create a new folder and it would show up in the save list.
<a href="#" class="seekto" data-time="560">9:20</a> so basically, you can remote killing bitters without to put yourself into danger in the slightest. Nice. A little bit overkill, since the bitters stop being dangerous and are just annoying very early in the game, but this is well in the tone of the cold, mechanical efficiency in killing you acquire.
Something to note is you still cant see outside your immediate radar coverage. So while you can still drive you may have trouble taking them out with just the pixelated view
Adding logistic requests from BPs, best feature!! A lot of QoLs for Space Age, some of them featured I didn't know, but the BP logistics is one I've been wanting since I started playing (some time before "Base in a Book" series)
40:50 that "gimmick" could be a nice way of making quality upgrades for, e.g tanks. Say you've landed on a planet, set up a starting base and the resources are now steadily coming in. Then you'd want to explore, say Vulcanus, but there are some worms in the way. Using that logic system, you can build the tank, it's ammo and equipment, all with one requester and assembly machine. Or, if on Gleba, a tank gets stuck outside of coverage and gets destroyed, there'd be a fresh tank with all bits and bobs ready for deployment and continued expansion. Just a couple examples, and first ones to pop into mind.
Good afternoon @Nilaus I got into factorio by doing a build along with your "entry level to megabase" series. Are you planning on doing a similar series for space age?
Nice, especially the setting of recipe and parameters. Thanks for the video and displaying just what has changed, love the comment about programmers, spot on. Experienced it enough where I had to take over from someone and there either were no comments or just useless comments that were never updated. even worse when you asked them to explain what they were trying and they go like: "...uh... hold on" 🤣 Setting of recipes could make a big change to item hub designs, where you have rows of assemblers hooked up to resources and then switch recipes on demand. (early game through use of a combinator, Late game through logistics request). Meaning you could burst produce when required, for example when you tell your bots to upgrade your whole base. Or if for some reason you want to build 10 nuclear builds, but you have it set only make 2-4 in early game. Can't wait till works finished to start messing about.
Hey nilaus, do you know if there was any changes to the targeting or the input, specifically for the submachine gun? Before 2.0 I binded the shooting to rmb and it worked like how it should, but after the update it became really wonky and sometimes it doesn't shoot even if I'm pointing my mouse directly over the target. Space bar is working fine though.
Remote view is just the map. You require something that provides vision, like a radar, player, or roboports (I think). It won't be of much use until you have roboports and radar coverage, but there are some. I set the recipe for a lot of assemblers using remote view because it was faster than walking down the belt, and there are probably other convenient use cases. I started playing earlier today and I'm not quick enough to have made it to robots yet, but I'm pretty sure they are still done the same way as before.
Great video but maybe don't add "space age" in the title when the updates are for the base game as well. I guess you did that for the higher view count when everybody is searching "space age". Anyway, cheers
YES ! ... i wanted to "go blind" into the new DLC, and thus watched none of the other videos that many youtubers released in the last week when they got "private early access" (and won't watch such videos for a few more weeks either). although i had wanted a video like this about "2.0 without DLC spoilers" i only watched this video by coincidence because the title that i saw was truncated to "69 new features and new mechanics in factorio 2.0" without showing "space age". had i seen the full title, i wouldn't have watched the video.
hey, so If i am going to buy the game next week. What would I get playing factorio without the DLC? Like can I play right now and get the DLC next week and continue the save?
The DLC adds the space content to the game. You get rockets in blue science in the DLC (base science is red, green, military[optional], blue, purple/yellow, space), so it starts really changes stuff starting from the mid-game. There is no reason you can't continue the save, but you will miss out on some DLC features than if you made a new save. I did read a tip for players who wanted to start space age off really quickly to have a save that already has a good amount of stuff, and just build a second base using the features of the DLC. If you do that you won't be missing out on anything.
<a href="#" class="seekto" data-time="1800">30:00</a> putting ammo in a blueprint. I am following the instructions and creating the blueprint ouside the logistics area but can't get it to accept any ammo. Is there a specific key you are pressing to get it to insert? Alternatively you could post the blueprint 😊
"ammo in a turret" is something you could do in vanilla with a Texteditor after decoding the bp-string. The creation of the string is described in the factorio-Wiki. And there are quite some tools that can translate "blueprint to JSON" in both ways. To understand the structure of the JSON look at the string of an assembler with modules or a train with fuel. After understanding that you don't need some weird hustling with a gui. You start to speak blueprint string. It's like you're a magician crafting obscure spells for your bots. 🪄⚙️🚀
nice. i'm just about to start a blind-as-possible playthrough of space age so I won't be watching the rest of the video, but I felt obligated to come say "nice"
I did come back to watch! My jaw just physically dropped the moment you said “usually you would go into the blueprint, start remembering the parts you need” and I knew exactly where it was going! Never would have noticed that on my own!!
Thanks for all the tips. But to understand the Combinations Chapter, I will need a college degree in engineering, because my degree of business administration did nothing. Be back in some years. 🤣 😭
People looking for a Quality Name Renaming mod, I made one called "better-quality-names" it might suit your needs for those not wanting a "Fantasy" naming convention in a factory game. There are some other options from others that solve it too.
I want to align my blueprint just how he explained by pressing shift @<a href="#" class="seekto" data-time="1905">31:45</a> and drag it to the correct grid position but it doesn't move at all. Anyone with a tip? ❤