trupé, mi amigo, have you checked out _Captain of Industry_ by any chance? it's my favorite "Factorio-like" - still in EA, but has more systems and content implemented than many "finished" games; so... might be worth a look. 👌 (ofc it probably won't be _as_ good as Factorio even when complete... but few things are, and I still see potential for many, many Trupisms here. 🫡) --------------------------------------- *_P.S._*_ - I bought my wife a copy, but then she divorced me. so... I have a free copy on Steam if you / someone wants to try it._
Not sure about Factorio... but IRL both Polish and English actually use essentially the same terms, in the oil industry - it just depends on context. If you're talking about e.g. transport of crude, or just want to broadly characterize a source, then "light/heavy" is common. (Remember, they aren't _actually_ different products - the density at which a line is drawn is mostly arbitrary.) I've worked with a few European outfits (Polish and German), and pretty much regardless of language you have "light" _(e.g._ lekki, leicht) and "heavy" varieties, and petroleum is probably referred to more commonly this way than any other. If you care more about sourcing a petroleum product to refine for a specific purpose, then you can start categorizing by the results of fractionating the crude: naphtha vs. paraffin vs aromatic hydrocarbons. "Bitumen" can fit here, as well; but it depends on how you use the word; sometimes it means the heaviest fraction/residue, sometimes it just means real heavy crude. (I don't know the Polish or German words, off the top of my head, for the constituents of crude - I probably didn't even remember "light" right! lekki olej? - but... hey, once you get specific enough, it's all IUPAC anyway!)
@@Kveldred i certainly did not expect that, but nice to know. I mainly meant that in factorio exactly from what i've seen in English you have "light" and "Heavy" oil where in Polish you have "Mazut" and "Nafta"
@@dawerrr9906 Well now I feel dumb... lol, sorry! I fell into the petroleum industry sort of by chance, and it's rare I find any chance to use my career knowledge... 😳😂
@@KveldredI get that feeling: knowing some really cool or technical knowledge but absolutely no context to share outside of the circle you learned it in
Trupen, the ONLY Factorio TH-camr that puts out guides that I can actually understand and learn from! I love these videos! I can’t wait for the Robotics one! Also “the first hour in Factorio” video is the only TH-cam guide that has gotten me to actually understand the flow of Factorio. Absolutely LOVE that video and it is hands down the single most helpful guide. I would love to see you make that a series and cover everything Factorio has to offer in it! I would definitely send a tip for sure!
14:00 - My stunt at a train Block base with Heavy Oil -> Lube vs Cracking, is to send the Heavy Oil past a LOT of Chemical Plants making Lubricant, and only the remaining Heavy Oil can get to the Cracking location. No circuit logic needed, and as soon as the Lubricant starts to back up the Heavy Oil will not be able to fill up the Lubricant Plants and instead get cracked. This Block takes in Heavy Oil and Water, and outputs Lubricant and Light Oil. I use a similar setup for Light Oil, so the Light Oil first goes past the Assemblers making Rocket Fuel, leftover Light Oil then goes past Chemical Plants that make Solid Fuel, and finally the remaining Light Oil gets cracked into Petroleum Gas. This inputs Light Oil, Water, and Solid Fuel, and will output Rocket Fuel and Petroleum Gas.
@@MrJM0B Don't remember off-hand, the main goal was reducing the amount of Combinators and Wires at my base. Basically to see if passive balancing would work.
If all else fails, then just put down an expandable design in one direction. Don't need to care about ratios since if u have problems, u just expand whatever is struggling. Throughput will only suffer when you require something like more than 1 belt of coal or something, but by then you can likely scale back size while scaling up production via beacons. Adding more than 1 pump per oil wagon is overkill. A single pump that is connected directly to oil storage will take very little time to load. Your train will spend far more time traveling than that. For context, a wagon holds 25000 oil. Pump uh pumps 12000... Per second. Meaning, in 2 seconds it only needs to pump out 1000 oil. A much bigger issue I see beginners do is that they do not put storage next to the pump. Every single pipe between storage and pump will double the time it takes to load it!
This will get me hated: I barrel everything! My bus has Petrolium Barrels, Sulphur, Acid Barrels, Lubricant Barrels and Rocket Fuel. My refinery turns the big three into barrels and then I prioritise the outputs so everything but the rocket fuel has priority. Then using the excess heavy and petrol as well as ALL the light oil - I turn all the rest into rocket fuel and feed a huge array of power plants, just to get rid of it!
@@drinkfromthecupExcept for when there is too much lubricant and your entire oil processing grinds to a halt because it can't be output. The two certainties of life in Factorio: 1) Not enough blue chips. 2) Something in the oil production chain has full output.
Its nice having a stockpile for emergencies or just convenience. I was in the process of tearing down and rebuilding my base when I realized I needed plastic for something. Instead of needing to setup temporary crude oil processing I was able to reach into my stockpile, and make what I needed with a few hundred barrels
I just got around to oil after about 2 days of rebuilding my mid game base to be ready for my final base so I can start expanding infinitely. This was actually very useful.
Great video, just one comment--if you don't want to bother with circuit networks, you don't need them. As long as you are constantly using petroleum gas, you can just run the heavy oil from refineries through a line of lube plants, then (in sequence) to heavy cracking, and the light oil gets routed back to the beginning, before the first refinery. The light oil then goes from the last refinery through solid fuel and rocket fuel, then to light oil cracking. The petroleum from that loops back to the beginning of your refineries. This setup prioritizes using heavy oil for lube and light oil for solid fuel/rocket fuel. Then it prioritizes any excess heavy oil to crack into light oil, and any excess light oil to crack into petroleum. All of that gets prioritized over making fresh liquids, so as long as petroleum is always being used, all other materials will be balanced automatically. I don't even use tanks in this setup, unless I'm moving a liquid a long distance (in which case, put the tank before a pump to maximize throughput). One downside to this is that you can't stop a liquid from being fully used up, so as I said, you HAVE to make sure petroleum is ALWAYS moving, otherwise that backs up, causing your refineries to stop making light/heavy oil. One way to make sure petroleum is always in use is to set up a small amount of solid fuel using the petroleum recipe, and prioritize the solid fuel from light oil, then use the solid fuel for power or for rocket fuel (if you're using that for power or trains). Keep in mind, without any circuit logic, this won't perfectly balance things, so using petroleum for sulfur or plastic is a better solution.
you absolute god, precisely where I left off yesterday after doing basic oil in my second run ever after like 4 years of not touching the bloody game all I remembered was "well it's better than Satisfactory at least"
I feel this in my soul. Literally just copied a perfect ratio oil plant for Satisfactory, got it running, and never went back over there. Now years later after picking Factorio back up and actually playing it, this is basically what's got me scratching my head. Mostly just the layout of pipes for advanced, and deciding how much to focus on building now vs later when my poor robots don't suck lol.
Yeah, the only other game like this that can even hold a candle to _Factorio_ is - IMO - *_Captain of Industry._* Other tries, like _Satisfactory_ or _Mindustry,_ can be... okay... but they just don't scratch the itch. _(CoI_ doesn't quiiiiite get there yet, either - BUT it's the closest attempt I've found, and it's still in EA & getting regular large updates. Only EA game I've ever supported monetarily... 🤞)
I love how simple oil is. And then you unlock Advanced oil processing and scream! To think all they needed to do was just add an automatic liquid remover once a pipe section was full, then we could just have stored each oil product in a few tanks and put one of those down in each section so your refineries can always produce for all levels of player, would have made it so simple.
Most recent run I decided to just ship around crude oil and have balanced cracking everywhere. Works great. Then I remembered lube. Luckily I don't need too much so it just pulls the heavy oil away from the plastic section.
On blue circuits: a full blue belt of blue circuits is overkill for even 1k SPM (I think it’s enough for 2k, not sure). So you want to go for 4-8 blue belts of blue circuits if possible to support infinite expansion
Personally I like the circuitry approach to handling the more complex recipes like all the oil stuff, like what you have in the video. This method basically makes it so that all the sub-items stay at relatively the same level, since having too much of one can completely shut down the production of others. With the brains, though, I find it a bit cleaner to have a bit more logic to it: it turns on at a lower level than it turns off. Otherwise what would end up happening is it would constantly flick on and off when the lubricant is right at about 10k - which will happen anytime demand is below supply with it off but exceeds supply with it on _(and for oil that happens more often than not this early, lol)._ It will keep the graphics of the pipes and refineries from flickering. 2:05 -ish Bugs only directly attack it if it's producing pollution? Man, that just unlocked a new understanding of the game for me and changed my strategy, especially with those little RADAR outposts. I've always gunned them and added walls _(Yes, I am American, why do you ask?)_ to add a layer of protection to them, but I think I may have been inadvertently attracting the bugs to the outposts while they were on their way to the main - actually defended - base.
I just love this Polish-English :D I'm from Poland too and i was afraid to properly pronounce everything in English and be as close to native accent as possible, but it seems my fear was unnecessary, as even "ponglish" is very understandable (even if sometimes annoying, when your brain yells "it should be pronounced differently!") :D Anyway, very good job Trupen!
One good use of barrels I've found is to use them to supply a uranium outpost with sulfuric acid. I'm doing all of my uranium processing over there and I really don't need all that much, so instead of a full train stop, I just have a logistics request setup for a handful of barrels. It's a long flight, but it happens so infrequently it doesn't cause any issues and saved me from needing to setup a whole train station
Factorio really needs an enhanced online pvp mod, where instead of the rocket launch your mission with your factory would be to build and develop armies of battle robots and destroy the other players base with them. - the battle robots would be unlocked via AI technology, which would branch into your military tech with various more and more advanced AI controlled tanks and other robots (not the flying bots we have, but all kinds of land and aerial robots), which the player would command in standard RTS-fashion. - the player character themselves would be invulnerable, and the point would be to force the opponent to surrender by destroying their base - maybe you could even develop some kind of biter farming technology, which would allow you to grow an army of biters to your command - otherwise the gameplay would be just like normal factorio, where you build everything from scratch, develop automation and sciences to harness more of the map resources - because the game is very long, there should be an online save game function to better allow non-competitive play overall i would love if factorio combat would be changed into player controlled and manufactured armies rather than fixed and railway turret positions and the character himself. the combat in the game feels so wonky i just rather always turn the biters off for good, but then it leaves the character truly alone in a sandbox which isn't very optimal either.
I just build RS switch balancer for each liquid. Same for solar plant + steam gen plant reserve. (emergency power plant) I love RS switch logic, this is OP. And yeah smart balancing chests for train station are fun in early game.
For Cracking I did setup R/S Latches for each type using a single tank as indicator - Turn cracking on if at almost maximum 24.000 - turn off if < 19.000. Partial Problem is that you still need to consume Petroleum - back in one game I still needed lube and did not consume enough sulfur/plastic. I had to built a Petroleum -> solid fuel conversion - inefficient, but neccessary trying to get rid of the excess Petrolem.
Its worth mentioning that having multiple power grids is rather ups intensive, so the self sustaining solar radars are not a great choice for massive areas
IMHO use a circuit condition to pump to cracking, only when the tank is almost full. And another pump to take the cracking output back into storage, only when the tank is not almost full. To make sure your refinery always has a little space left for more output.
Coal liquifaction looks so cool, especially for making plastic, but given that it requires more cracking and a few extra components, it just never seems worth it. There's also the fact that oil is infinite in vanilla but coal isn't.
Radars and solar panels don't output any pollution, but Radars are considered military targets for Biters and will destroy them if they come across them.
Isn't it best to produce rocket fuel from any liquid you have too much and only when it doesn't prevent liquid overstorage, use cracking as an last resort?
Trupen, why don't you try Captain of Industry. It's very similar to Factorio, it uses trucks just like robots and the research is similar, oil, etc. Check it out. Love you from Romania!
19:50 the worst part is i know *exactöy* which paper that is, ive read it multiple times. And either im too stupid (likely) or there are some issues with the results, since the math and my actual results dont line up perfectly. It might be an issue with pipe intersections, probably me not understanding it well enough to apply the formula correctly. High throughput liquids is a huge pain in the ass, which i found when working on my own nuclear reactor blueprint. I am taking advanced mathematics at my university mind you
I actually use coal liquification more than regular oil processing, because in the end, most of the recipes that require oil also require coal, so especially when building outposts, it becomes easier to just go with coal liquification. I think that coal liquification is actually quite overpowered in Factorio. In real life, this is a very dirty, ineffective, and desperate way of getting oil.
Smooth rain here, makes no fucking sense. You explained everything, without explaining anything. “Here you just connect this pipe to the this plant I didn’t explain anything about that magically works and has the appropriate amount of plants” Love the channel just a smoothbrain that beat the game a few years go, to come back to nothing making sense. So I’m bitter and complaining, keep up the good work!
If you are looking for somebody to play Factorio with, try our discord server!
discord.com/invite/AYf3DYS
trupé, mi amigo, have you checked out _Captain of Industry_ by any chance?
it's my favorite "Factorio-like" - still in EA, but has more systems and content implemented than many "finished" games; so... might be worth a look. 👌
(ofc it probably won't be _as_ good as Factorio even when complete... but few things are, and I still see potential for many, many Trupisms here. 🫡)
---------------------------------------
*_P.S._*_ - I bought my wife a copy, but then she divorced me. so... I have a free copy on Steam if you / someone wants to try it._
Do you speak Russian?
Ты умеешь разговаривать на Русском?
Why can't I paste real buildings?
People with 1000+ hours and still watch the tutorial
Ha.
because we love trupen 🙏
I am here for the memes 😅
Here for that sweet sweet Trupen voice
Content is content
trupen i finally beat factorio yesterday, it took me 200 hours but i feel acomplished
congrats
@@Trupen THANK YOU I GOT RECOGNIZED YAY
Hope you enjoyed it!
@@tardvandecluntproductions1278 ifeel like ican complete any task regardless of the time and effort it can take
Did you launch a Rocket with a Fish in it?
I am playing factorio for the first time ever. I made the grey juice and just got to the oil processing part now lol. Great timing
This guide will be used to harvest E710 for Managed Democracy.
i like how in Polish you have absolutely diffrent names and in freedom you just have light oil and heavy oil lol
Not sure about Factorio... but IRL both Polish and English actually use essentially the same terms, in the oil industry - it just depends on context.
If you're talking about e.g. transport of crude, or just want to broadly characterize a source, then "light/heavy" is common. (Remember, they aren't _actually_ different products - the density at which a line is drawn is mostly arbitrary.)
I've worked with a few European outfits (Polish and German), and pretty much regardless of language you have "light" _(e.g._ lekki, leicht) and "heavy" varieties, and petroleum is probably referred to more commonly this way than any other.
If you care more about sourcing a petroleum product to refine for a specific purpose, then you can start categorizing by the results of fractionating the crude: naphtha vs. paraffin vs aromatic hydrocarbons.
"Bitumen" can fit here, as well; but it depends on how you use the word; sometimes it means the heaviest fraction/residue, sometimes it just means real heavy crude.
(I don't know the Polish or German words, off the top of my head, for the constituents of crude - I probably didn't even remember "light" right! lekki olej? - but... hey, once you get specific enough, it's all IUPAC anyway!)
@@Kveldred i certainly did not expect that, but nice to know. I mainly meant that in factorio exactly from what i've seen in English you have "light" and "Heavy" oil where in Polish you have "Mazut" and "Nafta"
@@dawerrr9906 Well now I feel dumb... lol, sorry! I fell into the petroleum industry sort of by chance, and it's rare I find any chance to use my career knowledge... 😳😂
@@KveldredI get that feeling: knowing some really cool or technical knowledge but absolutely no context to share outside of the circle you learned it in
i was literally just thinking about you yesterday. glad to see you're well
Trupen, the ONLY Factorio TH-camr that puts out guides that I can actually understand and learn from! I love these videos! I can’t wait for the Robotics one!
Also “the first hour in Factorio” video is the only TH-cam guide that has gotten me to actually understand the flow of Factorio. Absolutely LOVE that video and it is hands down the single most helpful guide. I would love to see you make that a series and cover everything Factorio has to offer in it! I would definitely send a tip for sure!
14:00 - My stunt at a train Block base with Heavy Oil -> Lube vs Cracking, is to send the Heavy Oil past a LOT of Chemical Plants making Lubricant, and only the remaining Heavy Oil can get to the Cracking location. No circuit logic needed, and as soon as the Lubricant starts to back up the Heavy Oil will not be able to fill up the Lubricant Plants and instead get cracked. This Block takes in Heavy Oil and Water, and outputs Lubricant and Light Oil.
I use a similar setup for Light Oil, so the Light Oil first goes past the Assemblers making Rocket Fuel, leftover Light Oil then goes past Chemical Plants that make Solid Fuel, and finally the remaining Light Oil gets cracked into Petroleum Gas. This inputs Light Oil, Water, and Solid Fuel, and will output Rocket Fuel and Petroleum Gas.
What are your production numbers per minute? For all the liquids, + plastic & blue chips
@@MrJM0B Don't remember off-hand, the main goal was reducing the amount of Combinators and Wires at my base. Basically to see if passive balancing would work.
@@toddkes5890 okay what's your SPM?
@@MrJM0B It was under 500. I just wanted to test to see if the circuitless fluid system worked, rather than optimizing the base.
A very helpful video, and perfectly timed, as I literally just started oil for the first time in Factorio. Thank you!
If all else fails, then just put down an expandable design in one direction. Don't need to care about ratios since if u have problems, u just expand whatever is struggling. Throughput will only suffer when you require something like more than 1 belt of coal or something, but by then you can likely scale back size while scaling up production via beacons.
Adding more than 1 pump per oil wagon is overkill. A single pump that is connected directly to oil storage will take very little time to load. Your train will spend far more time traveling than that. For context, a wagon holds 25000 oil. Pump uh pumps 12000... Per second. Meaning, in 2 seconds it only needs to pump out 1000 oil. A much bigger issue I see beginners do is that they do not put storage next to the pump. Every single pipe between storage and pump will double the time it takes to load it!
This will get me hated: I barrel everything! My bus has Petrolium Barrels, Sulphur, Acid Barrels, Lubricant Barrels and Rocket Fuel. My refinery turns the big three into barrels and then I prioritise the outputs so everything but the rocket fuel has priority. Then using the excess heavy and petrol as well as ALL the light oil - I turn all the rest into rocket fuel and feed a huge array of power plants, just to get rid of it!
Using barrels is the only proper way to stockpile Lubricant.
There's never enough Lubricant.
I just put the liquids i need on the main bus, but instead of a pipe its a fluid wagon. The tracks take up 2 spaces, so it fits into a bus.
@@drinkfromthecupExcept for when there is too much lubricant and your entire oil processing grinds to a halt because it can't be output.
The two certainties of life in Factorio:
1) Not enough blue chips.
2) Something in the oil production chain has full output.
@@88porpoise There. Are. Never. Enough. Of. Lubricant.
If you have surplus, send it my way :)
Its nice having a stockpile for emergencies or just convenience. I was in the process of tearing down and rebuilding my base when I realized I needed plastic for something. Instead of needing to setup temporary crude oil processing I was able to reach into my stockpile, and make what I needed with a few hundred barrels
I just got around to oil after about 2 days of rebuilding my mid game base to be ready for my final base so I can start expanding infinitely. This was actually very useful.
Dude this is just the thing i needed. Your 1 hour guide also helped a lot. I was wondering if you would continue that series?
I might continue it
This is absolutely a video worth taking notes from.
Great video, just one comment--if you don't want to bother with circuit networks, you don't need them. As long as you are constantly using petroleum gas, you can just run the heavy oil from refineries through a line of lube plants, then (in sequence) to heavy cracking, and the light oil gets routed back to the beginning, before the first refinery. The light oil then goes from the last refinery through solid fuel and rocket fuel, then to light oil cracking. The petroleum from that loops back to the beginning of your refineries.
This setup prioritizes using heavy oil for lube and light oil for solid fuel/rocket fuel. Then it prioritizes any excess heavy oil to crack into light oil, and any excess light oil to crack into petroleum. All of that gets prioritized over making fresh liquids, so as long as petroleum is always being used, all other materials will be balanced automatically. I don't even use tanks in this setup, unless I'm moving a liquid a long distance (in which case, put the tank before a pump to maximize throughput).
One downside to this is that you can't stop a liquid from being fully used up, so as I said, you HAVE to make sure petroleum is ALWAYS moving, otherwise that backs up, causing your refineries to stop making light/heavy oil.
One way to make sure petroleum is always in use is to set up a small amount of solid fuel using the petroleum recipe, and prioritize the solid fuel from light oil, then use the solid fuel for power or for rocket fuel (if you're using that for power or trains). Keep in mind, without any circuit logic, this won't perfectly balance things, so using petroleum for sulfur or plastic is a better solution.
I swear the way Trupen says "However" will forever stuck in my head just like the blueprint for smelting columns
Холыва
This is an US certified classic 🇺🇸
you absolute god, precisely where I left off yesterday after doing basic oil in my second run ever after like 4 years of not touching the bloody game
all I remembered was "well it's better than Satisfactory at least"
I feel this in my soul. Literally just copied a perfect ratio oil plant for Satisfactory, got it running, and never went back over there.
Now years later after picking Factorio back up and actually playing it, this is basically what's got me scratching my head. Mostly just the layout of pipes for advanced, and deciding how much to focus on building now vs later when my poor robots don't suck lol.
Yeah, the only other game like this that can even hold a candle to _Factorio_ is - IMO - *_Captain of Industry._*
Other tries, like _Satisfactory_ or _Mindustry,_ can be... okay... but they just don't scratch the itch.
_(CoI_ doesn't quiiiiite get there yet, either - BUT it's the closest attempt I've found, and it's still in EA & getting regular large updates. Only EA game I've ever supported monetarily... 🤞)
Огромное спасибо! Весело и креативно как всегда! 😊
Thank you very much! 😊
So much freedom in this video. . .
I love how simple oil is.
And then you unlock Advanced oil processing and scream! To think all they needed to do was just add an automatic liquid remover once a pipe section was full, then we could just have stored each oil product in a few tanks and put one of those down in each section so your refineries can always produce for all levels of player, would have made it so simple.
Most recent run I decided to just ship around crude oil and have balanced cracking everywhere. Works great.
Then I remembered lube. Luckily I don't need too much so it just pulls the heavy oil away from the plastic section.
Hey babe,
New Trupen vid, time to expand the factory
On blue circuits: a full blue belt of blue circuits is overkill for even 1k SPM (I think it’s enough for 2k, not sure). So you want to go for 4-8 blue belts of blue circuits if possible to support infinite expansion
Trupen the factory God!!
Personally I like the circuitry approach to handling the more complex recipes like all the oil stuff, like what you have in the video.
This method basically makes it so that all the sub-items stay at relatively the same level, since having too much of one can completely shut down the production of others.
With the brains, though, I find it a bit cleaner to have a bit more logic to it: it turns on at a lower level than it turns off. Otherwise what would end up happening is it would constantly flick on and off when the lubricant is right at about 10k - which will happen anytime demand is below supply with it off but exceeds supply with it on _(and for oil that happens more often than not this early, lol)._ It will keep the graphics of the pipes and refineries from flickering.
2:05 -ish
Bugs only directly attack it if it's producing pollution? Man, that just unlocked a new understanding of the game for me and changed my strategy, especially with those little RADAR outposts. I've always gunned them and added walls _(Yes, I am American, why do you ask?)_ to add a layer of protection to them, but I think I may have been inadvertently attracting the bugs to the outposts while they were on their way to the main - actually defended - base.
new trupen guide well that put a smile on my face
the "давай по новой миша" meme comes from my city, imagine that hehe
so funny to see it
That’s one smooth guide, just like my brain
Trupen, Dosh, Ambig, and Spif together is the dream playthrough.
I have a video with ambig and spiff :)
siema trupen wróciłeś :)
👋
@@Trupen i know it
@@kontroler123 polak zlokalizowany
@@dawerrr9906 dokładnie
Clear and magnificent. Love you Trupen ^_^
A long-form factorio tutorial from Trupen? Sign me TF up.
Very useful and informative. Thank you!
Glad you enjoyed it!
Thanks! As always, it is fun and useful :)
I just love this Polish-English :D
I'm from Poland too and i was afraid to properly pronounce everything in English and be as close to native accent as possible, but it seems my fear was unnecessary, as even "ponglish" is very understandable (even if sometimes annoying, when your brain yells "it should be pronounced differently!") :D
Anyway, very good job Trupen!
мне нравится название мира на 0:17
+
It's a simple joy to me that the programming terminology 'spaghetti' has made it into the colloquialisms of Factorio
One good use of barrels I've found is to use them to supply a uranium outpost with sulfuric acid. I'm doing all of my uranium processing over there and I really don't need all that much, so instead of a full train stop, I just have a logistics request setup for a handful of barrels. It's a long flight, but it happens so infrequently it doesn't cause any issues and saved me from needing to setup a whole train station
He is back !
:)
Dzięki. Na pewno się przyda ten tutorial.
Factorio really needs an enhanced online pvp mod, where instead of the rocket launch your mission with your factory would be to build and develop armies of battle robots and destroy the other players base with them.
- the battle robots would be unlocked via AI technology, which would branch into your military tech with various more and more advanced AI controlled tanks and other robots (not the flying bots we have, but all kinds of land and aerial robots), which the player would command in standard RTS-fashion.
- the player character themselves would be invulnerable, and the point would be to force the opponent to surrender by destroying their base
- maybe you could even develop some kind of biter farming technology, which would allow you to grow an army of biters to your command
- otherwise the gameplay would be just like normal factorio, where you build everything from scratch, develop automation and sciences to harness more of the map resources
- because the game is very long, there should be an online save game function to better allow non-competitive play
overall i would love if factorio combat would be changed into player controlled and manufactured armies rather than fixed and railway turret positions and the character himself. the combat in the game feels so wonky i just rather always turn the biters off for good, but then it leaves the character truly alone in a sandbox which isn't very optimal either.
How do you get it so that it builds the stuff as you paste the blueprint into the game area?
Construction bots. He has an entire Guide for bots you can watch
lol, now i want to see Trupen play Satisfactory.
Great vid. Still watcing Trupen Tutorials even with 3693 hours and learning new things
that POV: NESTLE (8:30) was the best thing I saw in the video hahaha
This video is amazing. Thank you.
I just build RS switch balancer for each liquid. Same for solar plant + steam gen plant reserve. (emergency power plant)
I love RS switch logic, this is OP. And yeah smart balancing chests for train station are fun in early game.
For Cracking I did setup R/S Latches for each type using a single tank as indicator - Turn cracking on if at almost maximum 24.000 - turn off if < 19.000. Partial Problem is that you still need to consume Petroleum - back in one game I still needed lube and did not consume enough sulfur/plastic.
I had to built a Petroleum -> solid fuel conversion - inefficient, but neccessary trying to get rid of the excess Petrolem.
Its worth mentioning that having multiple power grids is rather ups intensive, so the self sustaining solar radars are not a great choice for massive areas
One person I remember seeing in the comments put liquid handling very simple. "you just put the fluid output into the fluid input."
Would love to see a circuits video!
Player watching tru: Bro is so smart he is able to teach the hardest part in a game where many players struggle to learn
Developers: 🗿🍷
TH-cam just slapped subtitel under your video for me :D lol it isnt that bad
English and Russian subtitles are hand made for each video, anything else is autogenerated by yt
IMHO use a circuit condition to pump to cracking, only when the tank is almost full. And another pump to take the cracking output back into storage, only when the tank is not almost full. To make sure your refinery always has a little space left for more output.
Coal liquifaction looks so cool, especially for making plastic, but given that it requires more cracking and a few extra components, it just never seems worth it. There's also the fact that oil is infinite in vanilla but coal isn't.
A TRUPEN VIDEO NO WAY, I THOUGHT HE DIED BUT ITS A MIRACLE
I feel at home
U S A !
My brain feels so much bigger after watching Trupen
Smh no tips for diagonal oil :P
Great video!
¯\_(ツ)_/¯
Thanks from 🇰🇿
You can also use rocket fuel for B O A Ts
7:02 Gifs you can hear ;)
For the Remote Radar Unit I use: 1 radar, 1 substation, 1 lamp, 10 solar panels, 8 accumulators
TRUPENNNN! MAKE A TRAIN TUTORIAL AND MY LIFE IS YOURS!
Train tutorial will be when new trains will be implemented
Radars and solar panels don't output any pollution, but Radars are considered military targets for Biters and will destroy them if they come across them.
Isn't it best to produce rocket fuel from any liquid you have too much and only when it doesn't prevent liquid overstorage, use cracking as an last resort?
No, it's better to do cracking
Trupen, why don't you try Captain of Industry. It's very similar to Factorio, it uses trucks just like robots and the research is similar, oil, etc. Check it out. Love you from Romania!
its on my very very long to do list...
@@Trupen I tried it right after 200 hours of Factorio😅. Along with Sweet Transit
I am in desperate need of a train tutorial
trains are getting a big change in 2.0, so there will be not tutorial for trains before 2.0
now do all of angel's petrochem and any/all compatible extensions.
no.
What do i do with the cracking products? Put it back on the tanks?
first time watcher warning: rice jumpscare ahead
When do you know you need a pump, aside from obviously as a logic gate?
As an American lemme just say: Keep the America jokes coming. They apt
Importantly, barrels can be transported by bots, which is sometimes handy.
Can you make a video about walls and turret defenses
I have some old video about tips and tricks for biters
great accompaniment to a spaghetti dinner
19:50 the worst part is i know *exactöy* which paper that is, ive read it multiple times. And either im too stupid (likely) or there are some issues with the results, since the math and my actual results dont line up perfectly. It might be an issue with pipe intersections, probably me not understanding it well enough to apply the formula correctly.
High throughput liquids is a huge pain in the ass, which i found when working on my own nuclear reactor blueprint. I am taking advanced mathematics at my university mind you
The basic tutorial to complete before playing Angels Petrochem or Pyanodon
This guy really tried to make this as complicated as possible for beginners
it's how the game works ¯\_(ツ)_/¯
I never even saw the pumps when I tried my first factory. Thats probably why everything related to oil was majorly screwed up lol
I actually use coal liquification more than regular oil processing, because in the end, most of the recipes that require oil also require coal, so especially when building outposts, it becomes easier to just go with coal liquification. I think that coal liquification is actually quite overpowered in Factorio. In real life, this is a very dirty, ineffective, and desperate way of getting oil.
At 7:41 the chemical plant in the top left is missing a belt for its 2nd long inserter and slowing down bc of it
LET THE FREEDOM FLOW!
Smooth rain here, makes no fucking sense. You explained everything, without explaining anything. “Here you just connect this pipe to the this plant I didn’t explain anything about that magically works and has the appropriate amount of plants” Love the channel just a smoothbrain that beat the game a few years go, to come back to nothing making sense. So I’m bitter and complaining, keep up the good work!
to refine oil you must have oil
to have oil you must have pump jack
to have pump jack you must have iron and copper and maybe other things aswell
1 million gallon mod is really nice I feel like a real life chemical plant and the locals hate it too
crashing into objects via car or train cracks me every time
What was that math document you showed?
www.reddit.com/r/factorio/comments/6w9kwi/factorio_and_fluid_mechanics_science_facts_myths/
@@Trupen Thank you Very much
If Crude Oil is a Freedom Liquid, what is Lubricant then?
Next video about every liquid in sea block?😂😂
Can you make a video on ai vehicles? The Trupen way is much more understandable
I've never used ai vehicles
@@Trupen English is not my navite language and aai industry is so compicated 😭😭😭😭😭😭
As a US citizen, I'm required by law to create the largest oil refinery possible.
Everyone loves trupen
i like your grandma, naughty trupen :)
Coal liquefication is a death world thing when you can't take a lazy jaunt out and connect a pump lol
It confuses me that 850 people managed to watch a 27-minute video in 16 minutes.
Spead medjools.
Next tutorial: Modules!
when I first got oil i put 10 storage tanks for crude oil and I was not using oil fast enough and all the tanks filled and the train barely ever left.
Seems like your factory was not Bigg enough if you haven't been using too much oil
ROCK