Factorio Friday Facts
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- เผยแพร่เมื่อ 31 ต.ค. 2024
- Only 2 more Friday Facts until release now! With today's Factorio FFF, they discuss fixes and changes with Gleba to make it more cohesive, and balanced and improving the rewards it gives. Speaking of the rewards it gives, the new building it unlocks is crazy powerful and certainly helps bring it more in line with the other planet's buildings!
Let me know your thoughts and if you're as and scared as I am!
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Check out Factorio at: www.factorio.com Factorio is a game in which you build and maintain factories. You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Use your imagination to design your factory, combine simple elements into ingenious structures, apply management skills to keep it working and finally protect it from the creatures who don't really like you. Join forces with other players in cooperative Multiplayer, create huge factories, collaborate and delegate tasks between you and your friends. Add mods to increase your enjoyment, from small tweak and helper mods to complete game overhauls, Factorio's ground-up Modding support has allowed content creators from around the world to design interesting and innovative features. While the core gameplay is in the form of the freeplay scenario, there are a range of interesting challenges in the form of the Scenario pack, available as free DLC. If you don't find any maps or scenarios you enjoy, you can create your own with the in-game Map Editor, place down entities, enemies, and terrain in any way you like, and even add your own custom script to make for interesting gameplay.
I love that the devs responded to the LAN party feedback. Makes me so much more excited about the DLC.
I'm impressed with the agility to realize there is a problem, do a rework of the whole planet's rewards and recipes, tease and be prepped for release on time with only 45ish days to do it all. Its incredible. *This* is what AAA gaming *should* look like.
I'm dying to start watching the speedruns on Space Age.
@@thatpaulschofield Should be interesting for sure! I think I'm almost more interested in how the 100% runs will go on it. There's tons of new achievements and some of them are quite tricky
I do wonder how the new lab will fit into speedrunners' calculus. For me, since I'm not in a crazy rush, scaling up matters more than science efficiency. And so the new stuff from the other two planets seems much more valuable. I want to set up big fat supply chains that'll take me to my next planet and give me plenty of stuff to put down and scale up.
@@fakecubed, Scaling is indeed the dominant strategy in speedruns, but doubling the production of yellow and purple is a challenge, not to mention the more advanced science that lies ahead. I think advanced labs will be used in speedruns
@@VadymausScaling of nauvis science is preety easy compared to SE science. Small space and VERY complex recipes make it very complex on planning. Blueprints ll come in handy but I won't be surprised they ll be huge.
@@Xterminator I need to get a wriggle on with my beating the game within 8 hours achievement because that's DEFINITELY not going to be possible after the update X'D
Thanks for keeping Aquilo and later stuff behind a spoiler wall. I’m super interested in everything pre Aquilo, but want to keep the end planet a big mystery
Gleba is fascinating to me, and I think it will be either people's favorite, or they won't really like it at all. It's the only place where you can't just, stamp down more production until all the belts are saturated and then forget about it for a while. you have to make sure what you output gets consumed, or it gets lost. Efficiency is required as part of the process of using it's materials, which, for Factorio, is completely different from every other major production chain.
At least that's how I understand it as someone who hasn't played it, and maybe it won't be implemented in a way that shows it, but it's unique, and I like that. Maybe that'll change when I play it, but still.
Well I don't want to give much away, but sadly it's not entirely like this.
The part about not being able to just stamp a bunch of stuff down and walk away is totally true.
However, the vast majority of players so far (including the devs) have found the best solution to just massively over produce everything and anything that doesn't get used in time and spoils is just destroyed/recycled at the end of production lines.
that gleba production chain at the beginning looking like minecraft magma cream
i see it🤣
I'm super happy that you've decided to clearly mark spoilers or even separate them into other videos, so I don't have to worry about seeing too much after October 14th before I dive into the game myself. thanks
I don't think you mentioned the fact that with the combination of half consumption, 4 module slots, and legendary prod 3 modules these labs have the potential to multiply your science 4 times.
Exactly. The lab's innate productivity is the baseline so it works in compound with modules
He talked about getting better productivity through techs. It's the same as prod from modules, only the source of the bonus is different. It all adds up.
They already mentioned in previous FFF's that for balance reasons, the total productivity of anything is capped at +300%. (I feel that the one and only place it would not need the 300% cap is in labs, but that's a whole other story. You can't throw labs' production in a recycler and make a self feeding loop.) So say it's capped at +300%. In the end, it's 8x the production of a "naked" old lab.
Eggs "spoiling" by hatching just sounds awesome!
I will be going to Vulcanus first, but now Gleba _might_ be my second planet. On my first playthrough. I will be going to Vulcanus first a lot because I like getting a steady influx of ore first, but I can definitely see myself changing it up between Fulgora and Gleba
Definitely will be a lot of decisions to make. I think it will also be dependent on what other techs are unlocked on each planet (e.g. models, weaponry, Productivity tech bonuses, etc)
This is epic. I imagine on nauvis, it will make a ton of sense to smelt ore with 30% prod -> melt it in foundries(potentional plus 80% prod) solidify it again in foundries (even more prod)? use it with fulgora emp to get even more prod, and after that spend packs in labs with even more productivity. I like the way it sounds.
I agree that this is a good "3rd planet reward". At that mid game state, more of your resources go into producing belts, nuclear power plants and so, instead of science. So the other rewards give you a bigger boost at that stage.
I still don't understand why they didn't do some additional fluid stuff for Gleba.
The stated issue with the previous state of Gleba in the FFF was that it didn't make much sense to integrate the inorganic and organic tech trees. But there's already an organic part of the inorganic tech tree: oil. It would make perfect sense to have an upgraded version of oil processing to complete the triple of upgraded mining, assembly, and chemistry.
Was the fear that that would make things even more complicated if added on top of the already planned stuff on Gleba?
I agree. Organisms on Earth already produce oil even not taking into account crude oil. I think it'd be fun to have some bacteria that you press into either straight up crude oil or a biological analogue. Oil is already infinite so it shouldn't be too overpowered.
First, fluids can't spoil, so actual oil processing wouldn't make sense with Gleba's core mechanic.
Second, there's a fourth planet that probably does what you're wanting.
Because maybe there wasn't alot of development put into this DLC. The fact October the 21st is launch and they only now realising things are missing/ skewed or lacking should be an indication for '4 years' of development.
@@GeneralBolas He has a point we have a high end assembler, we have a high end miner. We have no high end chem factory or larger oil finery. What is a bug bear for me is even the final planet as crap as gleda-cause nobody past the LAN players may or may not have seen it
@@user-jr2ue9nu6y it sounds like they were already tossing up several ideas and let the play testing at the LAN event confirm their thoughts. For us it's a large change but that doesn't really translate into development effort, especially when they aren't starting from scratch.
That lab design is absolutely one of the coolest things so far, loving everything about the expansion so far
I think I might quit YT and most of reddit from the 14th
Except my vids right? :P I promise I won't spoil stuff that's not from the FFF without ample warning
@@Xterminator Please tread lightly from 14th to the 21st. Review the video before upload and flag any spoilers ahead of time. Really looking forward to the mystery of the last planet. I am really hoping the last planet is some type of terraforming project, but I don't want to know anything until I reach it.
So this basically confirms, that biters are two times better at scientific research than we are...
@@zwatotem Lol!
Lan party: Gleba could use… some work
Wube Software: WORK IT IS
Trupen before LAN party: Gleba sux.
After LAN Party: Holy shit this is overpowered.
And here I was thinking I'm audacious by imagining putting my science pack convergence point on Gleba so I don't need to ship spoiling agricultural science packs through space.. but no, the super lab works on Nauvis only.. ok, challenge accepted!
I think it's still the last planet to visit, at least for a first playthrough. Especially when you're just figuring stuff out, science won't be much of a bottleneck, and you can have inefficient labs churning away back on Nauvis as you figure out how to handle things on the new planet you're working on.
I do agree with you that it's a bit weird to not have a bonus to chemical processes, given there's a bonus to chip-making, mining, and smelting. I had kind of thought that would be the obvious place to go, especially with oil being biochemical in nature. Where's my ethanol production?
With 50% science consumption, that basically _doubles_ your effective SPM. If you can consume all the science you produce, then switching from regular labs to biolabs instantly doubles your SPM without any additional science production. Ignoring research productivity research, the 4 module slots with Q5T3 prod modules can give up to 100% productivity, which doubles your effective SPM _again_ independently of the reduced consumption, for a total of a 4 times more research for the same amount of science production.
Because of that, i can absolutely see people going straight for Glebba and the biolab first. I personally won't because I don't like dealing with biters or other enemies and I'm more excited about flipping the crafting tree on Fulgora, but I'm sure the biolab _is_ worth it even before the megabase stage.
Yeah I agree, science consumption is not all that important until you're ready to build a megabase. The big production bonuses to help you build all your infrastructure first just seems like the best way to go. This new lab doesn't help at all with building more miners and assemblers and belts and such, so you can scale up. Spoilage still does not excite me at all, and I don't want to deal with that mechanic until I have no more choice. But still, these changes seem quite good. I'll be interested in hearing your thoughts and from the other beta testers in 10 days when the embargo lifts.
@@fakecubed Yup exactly the same mindset here!
But from other hand, You build factory mostly to produce science (other thing is military, but this highly depends of setting, speed and playstyle).
With doubled science value from new labs, You can actually reduce size of Your base by half keeping same research progression speed. That mean You can potentially finish Fulgora and Vulcanus bases and researches faster and move to final planet faster.
I would be not surprised if going Gleba first will be most optimal.
@fakecubed I'm not sure if I'm not missing something, but it seems to me that the lab just basically doubles your science production for free or in other words reduces the resources needed for research to half. This seems like a huge boost to me, as it should propagate in all kinds of production and be very helpful in building miners and assemblers as you say for example.
You misunderstood the halved consumption at 12:00. Its not just better than +50% productivity, its actually better than +100% productivity.
Its because when you consume at half the rate, you get twice as much profuctivity bonus from the modules as each pack is basically doubled for free while entering the machine
I like the spoiling spider eggs. Now there is a good reason to have interior defences.
We don't have to guess on what planet our labs will be anymore.
Else, it's really tough to judge such a FFF. After all, it's mostly changes to a version of the game that I never played! But I feel like better labs were needed. That output inserter at the lab is very intriguing though.
@@sillymonkey725 The output inserter is for the Gleba packs spoiling. If they spoil on the lab, you need to take out the spoilage I believe.
@@Xterminator TRUE! thanks.
I wonder how the game handles that? Like, do you see one stack of 4-5 science packs, as with any other science packs and then BOOM, one spoils? Or does the game artificially makes 4-5 stacks of 1 packs in the lab, so that we can see how close each one is to spoiling at all time?
Most unimportant details ever, I know. Just wait 2 more weeks, you silly goose, you'll get ALL the details.
I hope there's a worm egg capture mechanic, love to have a line of behemoth worms defending the factory
If not vanilla, heres hoping modders create some scp type stuff like that.
Gate some optional research behind that process (grid equipment to be immune to acid on the ground etc.), and if it all goes wrong, better hope you had powerfull enough defences inside your facility for just that very senario.
Similar to your own opinion. It's nice to have a building to use on other planets which was my main issue with Gleba but I still don't see it being competitive with Vulcanus and Fulgora to justify going to Gleba first. Before I was going to Gleba last and not particulary excited about it as the rewards didn't seem great. Now I'm still going to Gleba last but I am excited about the rewards I can take away from it. Given all these new buildings and their built in prod I may be tempted to try megabasing myself more.
Definitely keeping captive spawners and those eggs in an isolated part of the base. They are going to get a pen like the Jurassic Park raptors
First when i read that biolab will be only on Navius i immediately think that will be life support mod for not only biolab but all life and genetical spreading biters or other organisms to other planets and fight againts native species and maybe be with you if they do that you can modify them that way,i hope some of that will be after release and maybe see mutations of biters as they adapt on other planets........ But i think first mod will be freezer chest for Gleba for slowning decay process
i hope they give us an 'inefficiency' research or module... i want my factories to have to work HARD to achieve science!!
You can always give yourself a science multiplier when you start the game.
great move to add powerful research for Gleba, from space exploration, vitamelange(similar to Gleba resource) was my least favorite tech to research.
Hello, I'm fairly new to your channel! I just wanted to ask if you know why they aren’t implementing sea-based elements like cargo ships, canals, docks, and oil platforms. They’re definitely creative enough to come up with new mechanics for those! Anyway, keep up the great work!
I really love spidertrons and that would FORCE me to be motivated on Gleba
Honestly I never expected factorio to head in this direction, but I can't say I don't like it, it's like a horror kind of take on how the could develop and I'm all for it, uh the only thing that really sticks out to me is that one component on the spawner that looks like it's massaging it, which- part of me likes the concept of, the other part is just kinda grossed out, but I feel like Erendel and the rest of the devs have really done something special with this so far, but visually it's great and functionality it really fits in with the base game honestly.
Over-production is kinda a methodology of scaling a base, where you can't do that on Gleba (and have a good time). Gleba requires that production and consumption be BALANCED, or it becomes wasted. So i see that as issue #1 with it being a compelling 1st choice or 2nd choice for planetary expansion. Issue 2 is that whilst the tier 2 lab is quite powerful, it's not as SIGNIFICANT early game as it will be LATER game. so it remains the case that "OIh, that's cool....i want that....but it's not important right this moment...whereas once i'm doing infinite techs that require 100k+ science packs....then yeah....the new lab will be a new goal.
i think Gleba's reward of a new lab is a good one...but it doesn't change the fact that the other two planets are better options for expansions #1 and #2. And that's probably okay. At first i was like: if we're being given the "choice" then each planet needs to have something equally-compelling and worthwhile to invest in as a first-choice planet...but...that's not necessarily true.
i predicted they would talk about gleba rewards about a day before the FFF came out.
I feel like you're wrong about the usefulness of the new lab vs foundries and em plants. It doesn't halve your science consumption, it doubles your efficiency, so straight up doubles your science production right? So if you are making 100 spm for example, you go to 200 spm for free just by building it, not even considering modules; that seems pretty huge, and your smelting or circuits not keeping up with demand can also be easily solved this way by straight up doubling all your science production lines.
The new lab surely is nice, but the artificial goal you set for yourself is making x of each science pack, not using up x of each science pack. Do you want less stuff on your belts?
Sounds rewarding. And pretty OP. So they will slightly rebalance to factor this in.
research prod + 200% base prod from the biolab + max quality prod 3 modules + maybe the biolab can have quality?... insane prod ratios
Inb4 I was literally going to comment "So... we're definitely the bad guys, aren't we?"
the science it not enough to be the first planet. Vulcanus and Flagora is my first planet to vissit. Gleba i might go early just to see or unlock stuff.
cant wait untill then
has it been brought up or sugested that assembly machines could use a graphic update to bring it in line with all the new buildings aesthetic, it is starting to feel out of place among all the new buildings, especially since they all have that new indicator light like bottleneck has.
I've mentioned this publicly and to at least one or two devs multiple times over the last year or two lol
@@Xterminator ive been barking on about it for years and the poor old oil refinery really needs some love. I was very vocal about this at the lan
We know about it and it is on the to do list for sure. But it is not very high on the list od priorities :D
It is still 100% productivity that's more than the foundery 50%
looks to me like we can pit biters and pentapods against each other :D
My question is i know there are a lot of players that find playing with bugs annoying, with the new dlc is it possible to play with no biters or do you have to play with them to access everything as far as tech?
Kovarex actually responded to this question on the reddit post for the FFF. I'm paraphrasing, but he said something like: "While enemies can not be completely turned off in Space Age, because spawners are needed on Gleba and Nauvis, the actual spawning of units can be turned off." So basically the spawners (and maybe worms?) would still exist but wouldn't actually spawn enemies from them.
This video was fact checked by real Gleeba patriots.
But for real though: I don't think I've ever outbuildt my sience. So my labs are almost always ideling around. So I can't imagine that bugging around with spoilage would be worth the benefits. I think there should be a nway to stop spoilage. Possibly by maintaining refrigeration throughout the logisdtics chain. maybe you'd need to supply coolant and maybe you couldN#t load/unload from cooled blts, becasue they are contained.
Note that in Space Age, the infinite researches are available much earlier. Some of them may require later science packs, but there will be recipe productivity researches that can be done using just Nauvis tech. So your labs should never just be "ideling around".
As for stopping spoilage, the devs have made it very clear that no, you can't do that. Modding in a refridgerated container is also very unlikely given the devs' descriptions of how spoilage is implemented. The easiest way for a mod to mitigate spoilage is to build a set of "frozen item" recipes that have very long spoil times (so that freshness isn't reset when the item is thawed).
Though at that point, you may as well just mod spoilage out of the game altogether.
Anyone else having trouble playing the videos in these FFFs? A lot of stuff went by me because I thought they were just still images.
at 6:21 the top left bio plant is constantly turning on and off, as if its running out of fuel.
do the bioplants require different types of plants to fuel them, or is the green cube fuel just worse then orange circle fuel?
The white powder is the fuel, so I think it's turning off because its internal buffers are full, and more/better inserters are needed.
@@nnelg8139 Look at the little green light, it turns on when green cubes are inserted, not powder
@@nnelg8139when the square is inserted, the light turns on, and turns off just before the next cube
i'm wondering about the bio lab... Can it be Legendary?
I hope trupen dont start making super spoiler thumbnails
do you plan to show spoiler stuff in thumbnails
@@rechtebanana Nope
@@Xterminator 😄
I'm sad that there won't be a viable late-game science setup that can be placed on a different planet. I was theory-crafting a setup where all labs are moved to Gleba to minimize the spoilage of its unique science pack. But with new labs having a 50% consumption rate I don't think it will be worth it.
Yeah this is an unfortunate side effect for sure.
While I love the new lab and how good it is, I'm not at all a fan of basically being forced to transport the spoiling science packs back to Nauvis.
I also had considered having all my labs on Gleba, but that just seems sub optimal now. And let me tell you, transportation of Gleba packs is a royal PITA.
@Xterminator maybe they'll add a research for preservation to reduce spoilage rate!
So can this ore generating bacteria be used on Nauvis or other planets?
From what's been suggested elsewhere, the bacteria spoils so fast that you could never get them to another planet. And even if they didn't, they're Biochamber recipes. And the Biochamber depends on nutrients... which can spoil.
So no, none of that is likely to happen off Gleba.
probably no, most animals cant be moved because of differing environments and gleeba bacteria would prob die
I was trying to scroll up the screen to read more text😂
With these "bio machines" the question of How does Quanlity apply!?
@@walterroche8192 Great question. My guess is just faster speed.
The earliest I've ever been. 😂 3 hours later club
im happy
I don’t like being forced to deal with biters. I want to turn them off and never see them.
@@Vix381 there will be a setting that basically does that :)
Colt Keys
Man... I'm speculating a ton on the Final planet... I think I gotta step away from your videos to avoid spoilers.
As far as planets, I think I gotta start with Fulgora. I'm that guy that sets up your electric systems in 7 days to die, core keeper, etc. I always gravitate towards electric stuff. Vulcanus definitely seems like the rewards would be overall stronger for everything... but, whatever, I have choices, may as well stress myself out.
Bio labs were the worst part of space exploration... I fear Gleba.
@@LordWhirlin Any vids with spoilers on the last planet or final goal will be clearly marked. So you should be fine watching the others.
Fulgora is definitely a solid choice. The rewards there are quite good so you're not really missing out by going there first. I'm torn between Vulcanus or Fulgora first, personally
Just an idea .What if the enemy on this planet was like the blob .Being organic it adds to itself what it consumes . As to the new building and the acquiring of the biter best .The player would have to have an alternative command of what the weapons destroy .Command biter only or nest and biter .
I’m actually really disappointed the new lab can’t be built on Gleba, I was planning on visiting Gleba first to set up my permanent science production there. Now, even assuming Gleba unlocks Quality Modules, there’s no reason to visit it first anymore.
Getting science at half the price is no reason to visit there anymore? If you had 100 SPM before you went to Gleba, you get 200 SPM completely for free when you're done. All those infinite techs are half-price.
I was always going Spidertron-first (ie: going to whatever planet has the Spidertron on it), but I can't see the super lab as anything other than a complete win.
So.... Refrigerated chests to keep stuff from spoiling?
Nope.
Cool so we have friends biter to
Christina Mills
nice
I dislike all the focus on biology and eggs and other nasty stuff. I want to just build a factory, not be a farmer. But eh. It's fine I guess. It's not bad enough to where I don't want to buy the DLC. But I still need to see what the final planet looks like before I decide on buying.
Poor biters