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Bigfoot
เข้าร่วมเมื่อ 10 พ.ค. 2021
The factorio nerd's factorio nerd. Most of the time.
Discord: Bigfoot1982
Discord Server: bigfoot's cave (discord.gg/wP3kskUaGC)
Email: theotherbigfoot@gmail.com
Twitch: anotherbigfoot
Discord: Bigfoot1982
Discord Server: bigfoot's cave (discord.gg/wP3kskUaGC)
Email: theotherbigfoot@gmail.com
Twitch: anotherbigfoot
Factorio - Belt Rules
Ooh let me tell you about conveyor belts. So I have these rules...
มุมมอง: 19 554
วีดีโอ
Factorio - Let's Play Space Age II Episode 3
มุมมอง 3.9K21 วันที่ผ่านมา
Our descent into the madness of quality begins. Well, some other stuff has to happen beforehand, and I duly do that other stuff, but that isn't where my mind is. My mind is firmly on the challenge presented by quality and by the challenge of my stubbornness in how I've chosen to solve it. I'm on the hunt for pearls at the bottom of the ocean and I'm gonna have to search through a lot of useless...
Factorio - Let's Play Space Age II Episode 2
มุมมอง 6Kหลายเดือนก่อน
I know I'm not a complete numpty. I regularly do complicated things successfully. But I am also able to commit the most basic of errors. Sleep walk myself into a difficult situation when a few minutes of diligence would have been more sensible. As is life I guess. Basic errors aside, the parts of Nauvis that can be completed get completed, a spaceship gets crafted and we get to our first planet...
Factorio - Let's Play Space Age II Episode 1
มุมมอง 18Kหลายเดือนก่อน
We go again. Lots to do. Mod List CopyPasteModules 0.2.0 Helmod 2.0.6 RGB Pipes 1.0.2 (not using) textplates 0.7.1 TLBE 2.0.4 Flow Control 3.2.2 no-pipe-touching 1.1.5 (don't think it works) aai-loaders 0.2.4 Music (all from motion array) Ryan Jon Smith - manifested Ivan Arnold - SoulShaker Uly Music - Young and Careless Dmytro Somov - Sonic Waves
Factorio - Let's Play Space Age Episode 5
มุมมอง 2.5Kหลายเดือนก่อน
THERE WILL BE SPOILERS And so it comes to pass. I've been trying to push through this for quite some time but Aquilo has finally dealt the death blow. I have a lot of plans for how I would do this differently and sometimes those plans gather a momentum that can't be stopped without actually committing to the plans. That is where we are. For what it's worth Aquilo is simply beautiful.
Factorio - Let's Play Space Age Episode 4
มุมมอง 2.3K2 หลายเดือนก่อน
THERE WILL BE SPOILERS This is a new day and this is a new game. The general implications of space age on how we play the game, how we strategise, what we are able to build at any moment, are all far reaching and different from before. It requires a different mindset and a different set of priorities. It is entirely likely that it will take several playthroughs before I feel like I have a compl...
Factorio - Let's Play Space Age Episode 3
มุมมอง 3.1K2 หลายเดือนก่อน
THERE WILL BE SPOILERS I went shopping in the rock aisle of the music store for this episode. I gotta use all the top drawer stuff I can find, it is not unlimited. I digress. A bit of time in Vulcanis before concluding that worms were maybe a little too powerful for me and so we go to Gleba. Oh boy. Gleba. I could make a whole video about the subject...
Factorio - Let's Play Space Age Episode 2
มุมมอง 6K2 หลายเดือนก่อน
THERE WILL BE SPOILERS We go to Vulcanis. Or, we make several attempts to get to Vulcanis with several new challenges along the way. Regardless, we get there and everything is new. Which is kinda what we expected. And what we hoped for. The learning continues
Factorio - Let's Play Space Age Episode 1
มุมมอง 11K2 หลายเดือนก่อน
THERE WILL BE SPOILERS And so we begin on another journey. A new and much anticipated one. There's no beating around the bush here, this is a thing I, and I am sure you, have been excited about for quite some time. THERE WILL BE SPOILERS. We are going to be talking about anything that happens to cross my mind, it won't be everything by any means but if you want to experience this game for yours...
Factorio - Modules
มุมมอง 13K3 หลายเดือนก่อน
In general vanilla play I don't use modules. There are reasons for this. In non-general non-vanilla play I do use modules. There are reasons for this also. Let's get into it.
Factorio - K2SE Timelapse Part 5
มุมมอง 9463 หลายเดือนก่อน
I get a bit sentimental here, I guess that's the power of music. This is turning into one hell of a journey. More science, a trip to Callidus to process some beryllium and then onto Jura, my vitamelange planet, to deal with the item I've been ignoring for a couple hundred hours now. More to do.
Factorio - Let's Play K2SE II Episode 13
มุมมอง 8753 หลายเดือนก่อน
On and on we go, the space journey that never ends. Or at least that's how it feels sometimes. I can see the end, it's there, but between me and it are a few pretty big mountains and I can't really see how big they are at the moment. I've just gotta keep plugging away. The final frontier is out there somewhere.
Factorio - Let's Play K2SE II Episode 12
มุมมอง 7334 หลายเดือนก่อน
We finally deal with the science. It is not trivial. The science in these mods are a monumental challenge and they take time to get right. Hence the 78 hours of game time this episode covers. We also sort out holmium and discover a structure and, while these things are interesting and relevant, in the case of the mystery structure potentially exciting, but our progress through the game is measu...
Factorio - K2SE Timelapse Part 4
มุมมอง 9834 หลายเดือนก่อน
I'm pretty sure we pass the half way point in this video. I hope so anyway. If we haven't then I'm in big trouble. What that should mean is that the number of indeterminate parts to this timelapse series is starting to not be indeterminate. 6 or 7 parts I reckon when all's said and done, but don't quote me on that. To the factory, we build more stuff. A lot of that stuff is in Orbit and some of...
Factorio - Let's Play K2SE II Episode 11
มุมมอง 1.1K4 หลายเดือนก่อน
Progress towards the ultimate goal mostly pauses in this episode while we deal with rocket throughput. We need a lot of things in space and the mechanism I've built for achieving that is not perfect. It gets a much needed upgrade. In other news, the first hints of performance problems are making themselves known. It isn't significant, we are talking moments of lag spread of many hours of perfec...
Factorio - Let's Play K2SE II Episode 10
มุมมอง 1.9K5 หลายเดือนก่อน
Factorio - Let's Play K2SE II Episode 10
Factorio - Let's Play K2SE II Episode 9
มุมมอง 1.4K5 หลายเดือนก่อน
Factorio - Let's Play K2SE II Episode 9
Factorio - Lets Play K2SE II Episode 8
มุมมอง 1.3K6 หลายเดือนก่อน
Factorio - Lets Play K2SE II Episode 8
Factorio - Bigfoot Tours Unfortunate Watcher
มุมมอง 1.6K6 หลายเดือนก่อน
Factorio - Bigfoot Tours Unfortunate Watcher
Factorio - Let's Play K2SE II Episode 7
มุมมอง 1.7K6 หลายเดือนก่อน
Factorio - Let's Play K2SE II Episode 7
Factorio - Let's Play K2SE II Episode 6
มุมมอง 2.2K7 หลายเดือนก่อน
Factorio - Let's Play K2SE II Episode 6
Factorio - Let's Play K2SE II Episode 5
มุมมอง 1.8K7 หลายเดือนก่อน
Factorio - Let's Play K2SE II Episode 5
Factorio - Let's Play K2SE II Episode 4
มุมมอง 2K7 หลายเดือนก่อน
Factorio - Let's Play K2SE II Episode 4
Factorio - K2SE Timelapse Part 1 Nauvis
มุมมอง 3.7K8 หลายเดือนก่อน
Factorio - K2SE Timelapse Part 1 Nauvis
Factorio - Let's Play K2SE II Episode 3
มุมมอง 2.6K8 หลายเดือนก่อน
Factorio - Let's Play K2SE II Episode 3
Love the time lapse stuff cause seeing the base develop before your eyes is awesome instead of jump cuts
I do disagree with this video, but it's an interesting perspective, which is cool
0:20 as a wise engineer said "if its stupid and it works, it aint stupid"
Spaghetti is the only way
Thanks, I'd rather stick with my spaghetti.
yea this is super ineficient it looks good but goood its so rigid and unscalable entire concept of automation is wrong.... you are building piece of art insted of working factory..... go to minecraft thats better game for you
I'm having fun buddy. Pretty simple to be honest. I haven't ever played a single minute of minecraft.
A lot can be said about Factorio just from repeating that a person is relatively new to it at 1000 hours of playtime. It is true, to some degree..
Even more true in space age. I have a lot more than 1000 hours in the game and some parts of space age make me feel like I'm a complete newbie.
Your pipes look weird... am I imagining it?
Flow control, it's a mod
In the timelapse at 37:50... how do we see two concrete paths getting longer at the same time?? What sorcery is this...
Build a bit of path, take a shot, build a bit more path, take a shot etc etc. Stop motion, like wallace and gromit
Good lord. I knew that was a possibility, but didn't seriously consider it!! Did you see the new Wallace & Gromit movie then? I didn't think they'd ever make a sequel to The wrong Trousers! :)
@@iestynne There's a lot more that goes into the timelapses than just factory building!! It's always worth the effort though, the time I spend doing these things is immediately worth it once I compile the footage. I still get a kick from it. It's on my list but I was a little disappointed with the were rabbit. I wanna see more of Wallace the crazy inventor. I'll watch it and we'll see.
Well for what it's worth, your timelapses are ever so satisfying to watch! The order in which you build things is also very pleasing to the mind. An intense flood of productivity-induced dopamine :)
Splitters help guarantee even flow when used properly and save belt space
You are correct in that corners lock those 3 tiles in place forever(*). But kinks in the belt are still almost infinitely flexible, as long as you put the kink in a place where it can be moved 4 or 20 tiles up or down the bus. I think that having kinks in the belts of the bus is easier to work with then zig-zagging your whole bus. I find it funny that your rules are made for the purpose of avoiding conflicts (because conflicts could lead to you having to re-arrange a whole junction(*) ). But your "if a belt occupies a lane of the bus, then it owns that lane for the whole length of the bus" rule means that you have to re-shuffle belts _along the whole length_ of the bus, if there is ever a conflict(*). Or, to look at the irony in a different way: Your rules do a great job limiting the spaghetti in the early parts of construction; which is valid since any spaghetti has a high probability of leading to more spaghetti, and too much spaghetti leads to it being impossible to build anything else. But at some point you know that there are few enough belts or processes to still go in that even if all of them were only possible with spaghetti, it would be far from a nightmare to build. (Might still be a nightmare to look at, that's up to personal preference.) Holding on to your rules after that point means that they go from a utilitarian goal to an intrinsic goal. You're basically practicing the "cult of the straight belt" at that point. Again, nothing wrong with preferring to play that way. It's a sandbox game, so if you're having fun then you're playing it right. I just find it funny that the rules come from a purpose of keeping your options open, but they themselves provide limitations to how you are "allowed" to build stuff. (*) Unless you accept the spaghetti.
When the resident is Evil
It’s bizarre to me that you build a whole factory without power rather than let it work is you build
I'm used to building in a very specific way because I generally capture it all on a timelapse. I couldn't for this particular lets play because I was playing a beta version with no mods, but it's a difficult habit to get out of. If you make it to the second attempt then it might make a bit more sense.
Don’t care, I will gloat in my non-euclidian spaghetti nightmare
Not a fan of cliffs?
That part about ten minutes in about where to put labs is ruff to watch knowing about biolabs, I understand the hows and whys of both this video and the expansion as a whole that led to this happening but it's still a little sad to hear knowing the most efficient option is the one the game begs you to use, like biolabs are a fun item to create I just have a feeling when it comes to 5th and 6th to play through it's going to be a little tiring how centralizing they are compared to what could have been
After pondering it more while going through the video I think part of the problem is the main thing that could compete in terms of importance productivity modules 3 and high quality productivity module 2+high quality buildings:are also locked behind gleba with productivity module 3 locked behind the same bitter egg progression as biolabs essentially meaning your biolabs are going to have productivity 3 in them near immediately, it feels like people's short-term reaction of not liking gleba (which I also had but the more I play the more spoilage grows on me) is it going to lead to the long-term texture of space age playthroughs being largely defined on when and how they gleba, I could definitely see things like gleba rush of import rocket supplies make bare minimum science for biolabs and productivity modules leave for 100 hours being cool I just worry lopsided technology distribution leaving less room for personal preference in progression order and theory crafting overall
my rule of thumb: - all parallel straight lines - all belts are 4 wide with exceptions - always 2 tiles of space between diferent belts - no dead end sub-bus, all feeds from the same lines - factory now is dumb easy to make and is a big big straight line
I think the most reliable way to deal with qualitites is to split it up into production/sorting/recycling, so things can't clog up and everything is in order.
For Nauvis I'm kinda leaning towards a small redundant factory with no quality that can feed some background flows when things jam up. I'm not sure I wanna be scrapping stuff on Nauvis yet. I haven't found a happy place yet, that's for sure.
Bus is just wrong way to do things. You should plan what and how much you want to produce and then calculate what you will need, not the other way around. That way you will build much more compact and infrastructure-wise cheapier factories. This is probably why people have so much problems with Gleba: they just copypaste this B U S thingy all over the place instead of putting down actual assemblers and routing things to them. The opposite extreme is build everything in microfactories and loading everything onto the train. This is better, but I hate when this eventually becomes a Manhattan again. It's easier to _plan_ that way because the game is orthogonal, yes. But it is not faster to build, especially pre-bots. After bots do whatever you want and how much entities your CPU will allow you to handle.
In early game I don't even automate fueling of my furnaces, because they last so long. You will trash your furnace setup anyway, there is no point build it that early if you know you will replace it with electric ones, or with beacons, or something more interesting (look up on the forum "sushi smelter")
Or just build multiple buses. You don't have to build everything around a single bus, making you plan your entire factory waay ahead of time and in the end tear down some thing to upgrade them. Just build a new one.
yall got soft hands thats not a J thats a fuckin pipewrench
I wish i found your channel sooner. In WH40K you would be probably fabricator general.
I like using modules to balance the oil refinery a bit. And the rate at which light and heavy oil are processed
@24:40 I really like the idea I'm always struggling since I haven't internalized it yet to include railways, conveyer-belts and pipes in my built with junctions etc. to achieve a particular design - still stuck with Spaghetti
Why are the animations for the belts backwards? is it just the framerate you chose for the video
Framerates is one reason. It's the same as a fast spinning wheel appearing to spin backwards. But it's also the red belts which, and believe me I've tried several different ways, are almost impossible to capture without this happening.