Videos like this always make me think "Oh yeah, I'm decent at Factorio. I built a pretty good factory, a nice bus, and launched the rocket one time." Then after seeing this..."My gosh I suck at this game."
not really it's just a matter of upscaling no matter how efficient you do things if you uspcale it enough you'll surpass even this factory which with 2500 spm isn't the largest base ever
Someone always does it bigger. There'll always be a section of society that's hellbent on one upping the latest and greatest. Be proud of what you've made. Biggest base I've seen was 60k science/m. I'm sure there's bigger too. Lol
Unfortunately, building a rocket and a nice bus is about 20% of the game's content. Its like stopping when you kill the ender dragon in minecraft, its like, that was only 15% of the gameplay. In factorio, the true high of the game is in perfect, error-free automation: self-constructing blueprints that work like magic, train intersections that work perfectly without blocking, train/bot resource networks that deliver goods efficiently where they are needed, etc. I'm also a big fan of the survival angle that mods like Rampant give to the game. That is the 80% of the content. I think only about about 60% to completition, and I've built a bigger factory than in the video, but don't have as much automation as I could, haven't designed complex circuits and such like Dosh does so I think I'm still missing out on a lot of enjoyment in the game. Scaling to 10k SPM or whatever gives the necessary incentive to do all this automation, but its really the automation that is the core of the game, not the scale.
@@benjaminblack91 Yeah I don't know circuits and my friend and I never got bots or trains truly going on that world back then (cept for a couple short train lines for a distant iron or copper mine or something). We didn't sprint to the finish line, we crawled. Barely getting the parts needed to make the rocket. And those came very slowly. Honestly I know it's just lack of experience and I need to give it another try. That did happen a long time ago and there have been updates since then (such as early oil refining). It was around purple science that both of our brains started overloading. And heck, that was with me using a small creative mod world to test setups before importing them into the normal game which saved us a bunch of time.
@@cy-one at the beginning I shoot a box which has a fish in it. All of the resource belts have a gate on them which open up if no fish is detected in the network.
Thanks Tommy. I'm not sure I'll get another video done, but if you check in the description of the video you'll see a link to the save file if you want to check it out. Happy to answer any questions you might have.
Only someone with supreme PCB-Design, Schematic Design, Economy Skills and good general knowledge could make something like this, the work put in making the structure is amazing !
@@ritzcrackersgaming I tried playing a similar game some time ago (Simcity), wanted to make the city profitable, did not go well I caused some natural disasters : ]
@@Mr-Electronist Simcity is not at all similar to Factorio, Simcity you indirectly control, There are no enemies, And there is no endgame objective. Factorio you have full control, you decide where things go, There are enemies and you can even fight them yourself, and there is an endgame objective (Rocket Ship)
1) Fab base, I've just about completed my first 1k SPM base - only got the rocket silos to finish off, then it is switch on and de-bug time - main source of worry is the train network.... 2) Cool music, thanks for the link to the creators webpage!
Cheers! Man debugging this took a lot. Challenging too because my aim of the video was to show it starting in an 'off' stage, so I'd let it run, load the non running save again, fix errors and repeat. I relied heavily on Trello.com's project management board to keep me organized...love it!
@@ritzcrackersgaming I'm trying to adapt your outpost builder to my own base in creating the 'on demand' nature of the combinators, if you could elaborate at all on how you set it up, its hard to discern all of the circuit stuff w/o importing your whole base. Thanks!
Imagine an automated AI raking in the planet's resources to create something incomprehensible, bursting with machinations full of life, before finally running out and putting all factories to a standstill. In the next scene, when a huge transport ship arrives from somewhere in the galaxy and starts unloading, the frozen mechanical planet is revived with sparkling light and heat.
How ups expensive are those crafting indicator lights? I love how they look, but am concerned of the implications of widespread use. Ehh, a bar graph showing the output belt would probably be better
I'm not sure how I'd calculate the impact of those alone without removing them all. I'm guessing it can't be too much. When I'm standing in the middle of the factory my ups dips to about 50. I'd say my overuse of liquid handling impacted that the most. Running on a 2014 i6500, 16 gb ram, GTX 960.
so... you created a visual light chart to rappresent the amount of items in the factory? You really got programmable histograms data charts for that? really?
They are percentage meters which show how full the raw resource buffers (train depots) are and how many trains are available for each resource. Colours change based on percentage. Two sections for two factories - one is the circuit factory and the other is the main science producing factory.
There are a lot, but here you go if you'd like to take a look. Posted the save as well. Ritz 2500-1 pastebin.com/eus0JQbf Ritz 2500-2 pastebin.com/Y8kyBetd Ritz 2500-3 pastebin.com/QVU8A2Db