I have been watching your videos since you had less then a 1000subs and I'm so happy that you're getting the recognation you deserve. You are humble, funny, and a glorius mess maker. Thank you.
Your videos are the first gameplay I've seen of Factorio. I gotta say I don't think I would enjoy playing it from what I've seen, but I enjoy watching your videos so much that I continue watching anyway. Keep up the good work.
If you're new to Factorio, I would suggest Katherine of Sky as well. Her videos are a bit more ... "complete" for lack of a better word Mr. John here tends to skip over a lot of the boring stuff, which is very much appreciated for people like myself who have played and watched a lot of Factorio. But for someone new to the game, it might be skipping some vital information that I take for granted.
Francis John: "I don't like that there aren't any trees around my starting base so I'm moving next to this forest." Also Francis John: "I don't like this forest next to my new base so I'm going to destroy it." Me: O.o
You want trees between you and the biters to absorb pollution, but as soon as they're in the way of your base building, they're no longer worth it. So you find a place with lots of trees around, then core out a section for your base. (Also, trees don't absorb pollution indefinitely. In the later game, the trees you're destroying have generally already died from the pollution anyway, though by that point you generally also aren't afraid of angering the biters because you have powerful automated defenses for them to uselessly throw themselves at)
I've watched a lot of your Oxygen Not Included videos and loved them. I'm very exited to see that you're making videos on Factorio which is my favorite game. Keep it going :)
I've bought and played Factorio because of these explanatory videos you've made! What I usually do is play by myself and try to figure everything out and when I move to a new milestone I check how you did it. It always surprises me how much easier and efficient you seem to do things. That's the beatuy of Factorio I guess, as long as it works, it's good. Even though I don't think running my copper wire on a treadmill is that great now considering the mall idea you have.
My friends always mess up my beautiful symmetric perfectly tidy electrical grids and there are no words to express the fury within me so I have turned to actions I will do such things, what they are, yet I know not; but they shall be the terrors of the earth.
Some tips if you want them: - Try completely cover an ore deposit with miners, to ensure you mine all of it at the same time - Choose early if you're gonna only build on one side of the belt or on both sides, to avoid headaches - You can increase the number of quickbars in the options menu - I dunno if you use blueprints and I understand you won't be using blueprints for this basic vanilla run, but you can save designs for later playthroughs this way - Since you disabled bug expansion, don't be afraid to polute, it will save you a lot of time. Blue assemblers are much faster than the basic ones and can take modules. - Steel furnaces have double speed, but also produce double the pollution. - Use simple automation wires in your mall to ensure you have a minimum of items in each box IE: restricting the red belt inserter to not take yellow belts until you have a minimum of say, 200 belts in the box.
Hey... that sounds like a very very dangerous game. I missed about five with the red science alone, your going to end up with liver failure. What about inserters facing the wrong way?
It's always remarkable to me how players' different Factorio styles lead to different "obvious" designs. The 10-tile main bus setup in this video surprised me. In my games, while I do adore beaconed production I almost always use beacon+bot layouts, with segregated logistics grids to properly manage the throughput. In turn, that translates very nicely to remote production with train-supply, such that in my current game (100spm, working towards 1kspm) I have only used yellow transport belt.
Interesting tree placement tactics in the end-credits. Tip: You can throw grenades while in the car. As for the mall where you ended the gear belts, what I usually do, is change to only half-belts of gears, and the other half for pipes. And for my next run I'm contemplating switching to only 1 belt for gears/pipes, and the other belt red/green circuits.
Yes, but you save 1 space for a machine and sacrifice all that crafting speed for the circuits. Not worth it. Also complicates the building since you need to carry both machines.
Blueprints still mess up power wires because so far they aren't stored in blueprints. There is a mod to fix it and make them a perfect grid afterwards. It's easier to have two mall sections. And in one section have a pipe/gear belt. Since you need pipes for quite a few things. Also makes it less long, so you don't have to run so far to the end
You don't have to put absolutely everything in it. Once you get requester chests you can make very compact production of all materials. Many things that you need before requester chests but are rare can easily be hand crafted. You don't have to completely stop hand crafting once you get assembling machines.
There is absolutely nothing wrong with using undergrounds. Sometimes they are better. Undergrounds give you an option to switch sides and they are often easier to fit. In this case in particular I'd say the undergrounds are better, because they are quicker to build than placing a splitter and setting filter. No reason whatsoever to use a splitter here.
One bad thing about factorio tho I have 1200 hr in it and i can tell you to say goodbye to your social life Homework? No the factory must grow Party? No the factory must grow School? No the factory must grow
Steel furnace eats half the coal and achieve the same production if you don't upgrade to red belt. It can help with pollution early on! Oh I love this "I don't care" style you have in the early game.
KoS have updated blueprint. You can use splitter to filter stuff to one side. And I suggest checking Nilaus his factorio version of your ONI. Good luck 😃
@@FrancisJohnYT Unless you forget there's a 'rail world' setting and tweak the resource generation on the standard map -- which keeps biter expansion enabled. Then your walls become remote-delivery of artillery shells to mining outposts, followed by another, rapid delivery of those artillery shells into biter bases.
minute 5 my jaw droped minute 10 my jaw hit the floor minute 15 my jaw crashed throu the floor into the basement minute 20 my jaw shatterd the floor of the basement and burried itself into the crust of the earth minute 24 my jaw is now at the center of the earth. holy fuck i didnt know that this is how you play it
as always thanks for the video :) - the one thing i am missing are the radars. every time i play with some friends i tend to run around and place radars everywhere, because i hate not being able to look at outposts from the map and my friends always forget to place them.
KoS have her mall and other bps in a google drive, i think she adds the link in all of her videos and that gears assembler for red/green science, just add more inserters for input/output, no need for another one :D
I normally have 2 main buses (when I do main buses). One for raw inputs, one for outputs. Each resource gets 4 belts with the load balancer. I've never really messed with beacons because that's just too much math for me :P
The crafting speed of a 8 beacon row with full productivity modules is 5.5, and with the productivity bonus it is equivalent to 5.5*1.4=7.7. So you calculate the consumption times 5.5 and production times 7.7. Default is 1.25 for both. How is beaconed harder to calculate?
11:51 Just though i'd mention it, but the way I like play is having a main conveyor belt for everything. Solid wall of conveyors. If i need something, underground belts splitting off to the top and bottom. I find it works really well, although I soft automate a good chunk of useless things
Nomenclature is a bit weird in this game and I may not have learned it. I think what I was going for is that it is not quite a half fully compressed belt.
It's kind of a Factorio units thing, since you have a line and the line has 2 sides and each can handle up to X items per second, if you have a full line, you have both sides fully compressed, a full half line would be one with one of the sides fully compressed and what Francis seems to have been saying is a partial half line, meaning a partially compressed belt only loaded on one side. I love the weirdness this game allows us :)
@@eleSDSU Thanks. I'm a long time Factorio player. Like I said, I was just joking with Francis. Also, you might want to replace "line" in your comment with "belt". A line (or lane) usually means one side of a belt.
Seems I'm mistaken in believing that the basic tier 1 assembling machines generated less pollution overall (both directly and indirectly through power requirements) than the higher-tiered assembling machines. For starters, the tier 1 assembling machine consumes the least amount of power for the rate of crafting they do. They consume just 75 KW of power each, whereas a boiler generates 1.8 MW of power through heat, meaning that a boiler can provide enough power to run 24 tier 1 assembling machines. However, each tier 1 assembling machine generates 4 pollution per minute, plus the boiler generates 30 pollution per minute, so each of those 24 tier 1 assembling machines are generating an additional 1.25 pollution per minute, for a total of 5.25 pollution per minute. With a crafting rate of 0.5, this all means that, for every crafting point you get out of a tier 1 assembling machine, you're generating 10.5 pollution per minute! When going up to tier 2 assembling machines, we see that they each consume 150 KW of power (meaning that a boiler can support 12 of them, meaning that they each generate 2.5 pollution per minute indirectly through power requirements), they each generate 3 pollution per minute directly (which means that they each generate 5.5 pollution per minute overall), and they each have a crafting rate of 0.75, which all means that, for every crafting point you get out of a tier 2 assembling machine, you're generating approximately 7.3333... pollution per minute. Finally, when going up to tier 3 assembling machines, we see that they each consume 375 KW of power (meaning that a boiler can support only 4.8 of them, meaning that they each generate a whopping 6.25 pollution per minute indirectly through power requirements), they each generate only 2 pollution per minute directly (which means that they each generate 8.25 pollution per minute overall), and they each have a crafting rate of 1.25, which all means that, for every crafting point you get out of a tier 3 assembling machine, you're generating only 6.6 pollution per minute! So yeah, upgrading assembling machines will seem to reduce your pollution footprint! Still, however, basic inserters are probably the least polluting inserters to use for the amount of resources they handle per minute, since all of the pollution that all kinds of inserters generate is from their increasing power requirements. Ironically enough, however, I have no information on how much pollution burner inserters generate, so are they unintentionally a pollution-free inserter to use? Oh, and when upgrading to steel furnaces when your belts can't handle it, feel free to scale back the amount of steel furnaces to keep production and pollution rates the same while also cutting coal usage in half. Upgrading to electric furnaces, however, seems kind of pointless until you've switched to solar or nuclear power, since electric furnaces generate the same amount of pollution as steel furnaces. (It's just that electric furnaces produce just 1 pollution per minute directly, and 3 pollution per minute indirectly through coal power requirements, which matches up with the 4 pollution per minute that steel furnaces produce.)
I'm excited for your factorio series. Can you do your commentary while your building? At the moment all the action is cut out of your videos and we are only getting a commentary.
The "there is no spoon" is the achievement that I try several times with no luck, my best time was 5 min late, you need a lot of planning or very proficient, I have no idea how they are able of doing it in 2 hours in speedruns
@@FrancisJohnYT is hard doing it in 8 hours, even if you blueprint all the stuff and use the same map (like pre build all the stuff and blue print it), doing it in 2 hours is insane
Good to know KoS is everyone's* source for designs :D Also, I like medium poles but usually I like to use my steel for other stuff... also, small poles are the best way to show all those trees not to mess with you. Dang those barky obstacles. Also also, did you really kill all biters in range or are you just skipping over them annoying you?!
@@andrewzakrzewski41 personally i use : QoL: Power Grid Comb, Squeak Through, Even Distribution, Blueprint flip and turn, Picker Atheneum, Picker Extended, Actual Craft Time and Enhanced Map Colors. For game changers Bob's and Angel's are the classic ones. Krasstorio 2 is another really good one. Industrial Revolution is a bit on the lighter side. Or if you want super complicated Pyanodon's is the most complex one out there as far as i know.
19:01 if you end up using just 1 belt of stone and bricks, you could merge them before crossing the main bus. Also, 6 belts of iron? I wonder just how big are you planning to go!
I know you're running Vanilla, but I recommend installing the FNEI mod which is a small little handy thing that gives you all the recipes in the game (how to make items, and what they are used for). Very handy if you're trying to remember things and saves you the hassle of alt-tabbing.
"Remember to put a limit, otherwise you end with way too much" I don't understand what it is this "way too much" you are talking about: is it something you eat?
There are some that consider it illegal - just like some consider sideloading illegal. As well as using only 1 underground to get belts to do what you want :P
I personally am not fond of "bus" designs. I much prefer to take my items directly where they are needed instead of taking a detour to a "bus". Perhaps the most obvious example is blue circuits which will be consuming a large portion of total green production. Taking the greens to the "bus" to be balanced and rebalanced adds a lot of unnecessary infrastructure. It will be interesting to see how you are handling it.
@@FrancisJohnYT Not sure I agree. Bus requires planning of bus width as well as how thick the branches are and how many branches you need of each item. Like say you build one branch of greens and discover that you need another, but you left no room for it. Now you must either build one at the end of the bus and take the belt backwards, kind of abandoning the idea of the bus, or move some other branch to make room. It will be interesting to see how you deal with it.
@@Hedning1390 Bus width is handled by only building on one side of the bus so that if you do need more lanes you can add them on to the other side. So when you run out of green circuits you just add another branch of green production, and if you need more plate to feed it, theres room for those lanes on the bus
@@kaldeathar3462 Where do you add the other green branch? At the end of the bus? And do you then take the green belt all the way back up the bus to join the first branch? Also if you only build on one side you will have a very long bus and all of your belts will have to travel very far to get to where they are needed. You will have to wait longer to upgrade the belts because such long belts will be expensive to upgrade. Even you as a player will feel that kind of distance in your legs.
@@Hedning1390 you build the green at the end of the bus then tie it in with your existing green circuit lane. if you need more green circuit production, that means the belts that should have green circuits on them will be empty. the second branch just tops up the section of the bus that is lacking them. yea the bus will be long and the run is a bit long but you can use concrete to speed you up before you get power armor. upgrading the belts isnt a big deal once you get robots - you just upgrade planner your bus and lets the bots replace everything as its being made. plus you can bring all the replaced pieces back to your belt maker and recycle them into better belts, saving on costs on all subsequently produced belts
I was coming over to mention the pumpjacks too. Probably also need some pumps as well given how far away the oil is - which need engines, and those can be shared with making trains too. At which point there's then the choice of either bringing the oil to the oil refinery by pipe+pump or by train.
Working on red belts so early in the game is somewhat of a waste of iron. I think they take 5x more iron to make and you don't get the benefits, as you mostly won't even utilize the higher throughput.
Very true, my eyes were a bit bigger than i want my pollution cloud to be right now. I only really needed the red undergrounds but I tend to get carried away.
It's only a waste if all of your furnaces are working and other machines are getting starved. Otherwise it just saves time later when you don't have to upgrade.
When you have played this game too much and you get use to your own personal type of spaghetti. It hurts so much to see someone else spaghetti. Under ground to split a belt? I wonder if there is something to split a belt??? Like a splitter with a filter on it? Food for thought.
@@FrancisJohnYT construction bots are surprisingly early in the tech tree now, like green science or smth, or at least you can make a ghetto setup or handcraft what you need for them requester chests are just locked behind a ton of research, so no logistic base logistic bots are quite early aswell tho, for personal use
@@Conqueror933 1. go offline and don't use the internet at least 1 day , please. 2. that's mostly the plan, even tho i think Francis goes to a belt based base, so *robots are not the first priority* , also, hey, don't you think that any way to play this game is ok if you making progress? bot's not doing all the job and I've seen enough playtrhoughs with players JUST stamping blueprints all the time, like i know Zisteau made a good one a couple of years ago. Oh, and you know that using all trending words in a places where they don't really belong is cringe? please write comments more polite and be nice, otherwise you may be accused in simping for bots and being a hardbrained potato
I'v been out of the game for a couple of years, I just assumed things had changed. Glad to see I was wrong, first time I used a mall it was life changing.
Sadly this game just doesnt do it for me. Gonna try and pull thru for another couple episodes, hope you can make it interesting so i dont lose 1 of my fav tubers while your doing this crap 😁
I have been watching your videos since you had less then a 1000subs and I'm so happy that you're getting the recognation you deserve.
You are humble, funny, and a glorius mess maker. Thank you.
You forgot inconsistent, forgetful and slow to learn any editing skills :) Hope your enjoying the ride I know I am.
@@FrancisJohnYT yea, but when you let the ocean in the magma biome I knew you're gonna improve greatly
Your videos are the first gameplay I've seen of Factorio. I gotta say I don't think I would enjoy playing it from what I've seen, but I enjoy watching your videos so much that I continue watching anyway. Keep up the good work.
If you're new to Factorio, I would suggest Katherine of Sky as well. Her videos are a bit more ... "complete" for lack of a better word
Mr. John here tends to skip over a lot of the boring stuff, which is very much appreciated for people like myself who have played and watched a lot of Factorio. But for someone new to the game, it might be skipping some vital information that I take for granted.
Also the demo is free.
Love your editing and explanatory style. Also looking forward to a crazy, game breaking ONI playthrough once the new expansion comes out.
Francis John: "I don't like that there aren't any trees around my starting base so I'm moving next to this forest."
Also Francis John: "I don't like this forest next to my new base so I'm going to destroy it."
Me: O.o
Trust me, this is normal behavior for Factorio.
@@FrancisJohnYT The TREES, they're plotting against you. I'm waiting on the mass production of tree-be-gone.
You want trees between you and the biters to absorb pollution, but as soon as they're in the way of your base building, they're no longer worth it. So you find a place with lots of trees around, then core out a section for your base. (Also, trees don't absorb pollution indefinitely. In the later game, the trees you're destroying have generally already died from the pollution anyway, though by that point you generally also aren't afraid of angering the biters because you have powerful automated defenses for them to uselessly throw themselves at)
And trees make useful slowdown areas for biters. Later you might need to replace them with dragon teeth, but for now use what you have.
Bots (especially) and cliff explosives.... things that take so much time to get to, and change the game completely afterwards.
I've watched a lot of your Oxygen Not Included videos and loved them. I'm very exited to see that you're making videos on Factorio which is my favorite game. Keep it going :)
Its a terribly wonderful game that is the bane of my existence.
"Yukihoshi now owns Factorio." "Yukihoshi played Factorio for the first time."
You. You did this to me.
So ... here I am downloading Factorio to my computer for the first time ... he's a horrible human being isn't he ! :)
The factory must grow
22:10 "As long as it works, even if it's stupid, it doesn't matter." The Engineer's Code 😀
I've bought and played Factorio because of these explanatory videos you've made! What I usually do is play by myself and try to figure everything out and when I move to a new milestone I check how you did it. It always surprises me how much easier and efficient you seem to do things.
That's the beatuy of Factorio I guess, as long as it works, it's good. Even though I don't think running my copper wire on a treadmill is that great now considering the mall idea you have.
My friends always mess up my beautiful symmetric perfectly tidy electrical grids and there are no words to express the fury within me so I have turned to actions I will do such things, what they are, yet I know not; but they shall be the terrors of the earth.
Watched this when released and had no idea what you were setting up. Played about 15 hours now and this series is much more enjoyable a second time.
Some tips if you want them:
- Try completely cover an ore deposit with miners, to ensure you mine all of it at the same time
- Choose early if you're gonna only build on one side of the belt or on both sides, to avoid headaches
- You can increase the number of quickbars in the options menu
- I dunno if you use blueprints and I understand you won't be using blueprints for this basic vanilla run, but you can save designs for later playthroughs this way
- Since you disabled bug expansion, don't be afraid to polute, it will save you a lot of time. Blue assemblers are much faster than the basic ones and can take modules.
- Steel furnaces have double speed, but also produce double the pollution.
- Use simple automation wires in your mall to ensure you have a minimum of items in each box IE: restricting the red belt inserter to not take yellow belts until you have a minimum of say, 200 belts in the box.
Oh we are going to pollute like crazy, first I just need a tank. So right after oil, plastic and red circuits.... so about episode 4.
So happy I found your channel! I like your style of editing for Factorio.
0:55 I wonder how long it takes FJ to notice the missing inserter. :)
5:52 And there even more missing ones. Maybe a shot for each inserter he misses?
Hey... that sounds like a very very dangerous game. I missed about five with the red science alone, your going to end up with liver failure. What about inserters facing the wrong way?
@@FrancisJohnYT We all gotta die somehow, and drinking to your mistakes is a lot more fun than most ways I can think of. Awesome video again today!
how about take a shot every time he says Cog instead of Gear
@@FrancisJohnYT you're going to end up...
It's always remarkable to me how players' different Factorio styles lead to different "obvious" designs.
The 10-tile main bus setup in this video surprised me. In my games, while I do adore beaconed production I almost always use beacon+bot layouts, with segregated logistics grids to properly manage the throughput. In turn, that translates very nicely to remote production with train-supply, such that in my current game (100spm, working towards 1kspm) I have only used yellow transport belt.
I’m part of the conveyor bus gang. Screw ratios, I like to throw more resources and faster belts at the problem.
We have only just begun using belts, soon the river will become a stream.
The ratio for pump:boiler:engine is actually 1:20:40, so 20 boilers per pump, not 10 as you said.
err.. It use to be 1:8:20 so what has changed with the game?
It changed to be 1 : 20 : 40 over 3 years ago.
Factorio calculator ftw
@@NoOne56488 isn't 1:8:20 for nuclear
Interesting tree placement tactics in the end-credits. Tip: You can throw grenades while in the car.
As for the mall where you ended the gear belts, what I usually do, is change to only half-belts of gears, and the other half for pipes. And for my next run I'm contemplating switching to only 1 belt for gears/pipes, and the other belt red/green circuits.
With Level one Assembler being a thing since 1.0 you can do a 1:1 ratio for green circuits. 1 Level 2 for copperwires, 1 Level 1 for circuits
Yes, but you save 1 space for a machine and sacrifice all that crafting speed for the circuits. Not worth it. Also complicates the building since you need to carry both machines.
Blueprints still mess up power wires because so far they aren't stored in blueprints. There is a mod to fix it and make them a perfect grid afterwards.
It's easier to have two mall sections. And in one section have a pipe/gear belt. Since you need pipes for quite a few things. Also makes it less long, so you don't have to run so far to the end
You don't have to put absolutely everything in it. Once you get requester chests you can make very compact production of all materials. Many things that you need before requester chests but are rare can easily be hand crafted. You don't have to completely stop hand crafting once you get assembling machines.
The developers just announced in FFF 362 that the power wire issue with blueprints will be fixed in 1.1.
I can't wait to see how you utilize tree cutting blueprints and robots xD the amount of improvements from 0.1.16 is considerable
17:38 why not just use Splitter with filter set to stone? That feature was not there 2y ago though :-D
Dammit..... will have to correct that next episode.
Thought the same thing.
@@FrancisJohnYT Sometimes the old ways are still the best... later on splitters are the new bane of UPS
There is absolutely nothing wrong with using undergrounds. Sometimes they are better. Undergrounds give you an option to switch sides and they are often easier to fit. In this case in particular I'd say the undergrounds are better, because they are quicker to build than placing a splitter and setting filter. No reason whatsoever to use a splitter here.
video end music is on point 10/10
I've been wanting to play this game! Thanks for doing this!
One bad thing about factorio tho
I have 1200 hr in it and i can tell you to say goodbye to your social life
Homework? No the factory must grow
Party? No the factory must grow
School? No the factory must grow
@@maikstegeman9223 oh yeah, I imagine. Gotta wait till after this semester, don't need another distraction.
I find this game to be more addictive than all the drugs of the world combined.
The demo is free. They let you get the first taste for free, they know you will be back.
@@FrancisJohnYT Too right!
Hey Francis, your 3rd layer of cog producers on your conveyor and grabber mall aren't connected to iron plates.
Steel furnace eats half the coal and achieve the same production if you don't upgrade to red belt. It can help with pollution early on!
Oh I love this "I don't care" style you have in the early game.
KoS have updated blueprint. You can use splitter to filter stuff to one side. And I suggest checking Nilaus his factorio version of your ONI. Good luck 😃
Where are you going to put your oxygen production and kill box???
In railworld you don't build walls, your walls are the ring of bugs bases that came to close to your factory.
@@FrancisJohnYT Unless you forget there's a 'rail world' setting and tweak the resource generation on the standard map -- which keeps biter expansion enabled. Then your walls become remote-delivery of artillery shells to mining outposts, followed by another, rapid delivery of those artillery shells into biter bases.
GG. If it's stupid and it works, it's not stupid.
minute 5 my jaw droped
minute 10 my jaw hit the floor
minute 15 my jaw crashed throu the floor into the basement
minute 20 my jaw shatterd the floor of the basement and burried itself into the crust of the earth
minute 24 my jaw is now at the center of the earth.
holy fuck i didnt know that this is how you play it
my power is out bc of a storm why dont they just fill the boiler already smh
update: power is back on, they finally rotated the backwards inserter
I would hate to live on factorio world, can you imagine the pollution?
@@FrancisJohnYT We would really need for Raid to step up their game.
Yay more factorio
as always thanks for the video :) - the one thing i am missing are the radars. every time i play with some friends i tend to run around and place radars everywhere, because i hate not being able to look at outposts from the map and my friends always forget to place them.
francis feels the cracktorio its beautiful
The early nanobots mod is so nice
We need more INFRASTRACTURE!!!!
If it's stupid but it works, it's not stupid.
I don't know, I have made some designs that technically worked but we still pretty dumb.
KoS have her mall and other bps in a google drive, i think she adds the link in all of her videos
and that gears assembler for red/green science, just add more inserters for input/output, no need for another one :D
I normally have 2 main buses (when I do main buses). One for raw inputs, one for outputs. Each resource gets 4 belts with the load balancer. I've never really messed with beacons because that's just too much math for me :P
The crafting speed of a 8 beacon row with full productivity modules is 5.5, and with the productivity bonus it is equivalent to 5.5*1.4=7.7. So you calculate the consumption times 5.5 and production times 7.7. Default is 1.25 for both. How is beaconed harder to calculate?
I don't do the math most times, I just use the online calculator, makes planning a base so much simpler.
Can you please attach the savegame as with Oxygen Not Included ?
Your top 3 Gear assemblers (Mall) are not connected to the plate belt :)
11:51
Just though i'd mention it, but the way I like play is having a main conveyor belt for everything. Solid wall of conveyors. If i need something, underground belts splitting off to the top and bottom.
I find it works really well, although I soft automate a good chunk of useless things
9:04 You could just output circuits with long inserters
Pff, you call that a mall? Doesn't even have a damn Starbucks
I have not got the Starbucks research done yet, would a Dunkin Donuts do?
@@FrancisJohnYT ehh sure, so long as you put a frogurt stand next to your science
11:00 "full half line" - is this some Imperial units thing?
1 full half line equals 1 half full line
Nomenclature is a bit weird in this game and I may not have learned it. I think what I was going for is that it is not quite a half fully compressed belt.
@@FrancisJohnYT was just messing with you :)
It's kind of a Factorio units thing, since you have a line and the line has 2 sides and each can handle up to X items per second, if you have a full line, you have both sides fully compressed, a full half line would be one with one of the sides fully compressed and what Francis seems to have been saying is a partial half line, meaning a partially compressed belt only loaded on one side. I love the weirdness this game allows us :)
@@eleSDSU Thanks. I'm a long time Factorio player. Like I said, I was just joking with Francis. Also, you might want to replace "line" in your comment with "belt". A line (or lane) usually means one side of a belt.
Seems I'm mistaken in believing that the basic tier 1 assembling machines generated less pollution overall (both directly and indirectly through power requirements) than the higher-tiered assembling machines.
For starters, the tier 1 assembling machine consumes the least amount of power for the rate of crafting they do. They consume just 75 KW of power each, whereas a boiler generates 1.8 MW of power through heat, meaning that a boiler can provide enough power to run 24 tier 1 assembling machines. However, each tier 1 assembling machine generates 4 pollution per minute, plus the boiler generates 30 pollution per minute, so each of those 24 tier 1 assembling machines are generating an additional 1.25 pollution per minute, for a total of 5.25 pollution per minute. With a crafting rate of 0.5, this all means that, for every crafting point you get out of a tier 1 assembling machine, you're generating 10.5 pollution per minute!
When going up to tier 2 assembling machines, we see that they each consume 150 KW of power (meaning that a boiler can support 12 of them, meaning that they each generate 2.5 pollution per minute indirectly through power requirements), they each generate 3 pollution per minute directly (which means that they each generate 5.5 pollution per minute overall), and they each have a crafting rate of 0.75, which all means that, for every crafting point you get out of a tier 2 assembling machine, you're generating approximately 7.3333... pollution per minute.
Finally, when going up to tier 3 assembling machines, we see that they each consume 375 KW of power (meaning that a boiler can support only 4.8 of them, meaning that they each generate a whopping 6.25 pollution per minute indirectly through power requirements), they each generate only 2 pollution per minute directly (which means that they each generate 8.25 pollution per minute overall), and they each have a crafting rate of 1.25, which all means that, for every crafting point you get out of a tier 3 assembling machine, you're generating only 6.6 pollution per minute!
So yeah, upgrading assembling machines will seem to reduce your pollution footprint! Still, however, basic inserters are probably the least polluting inserters to use for the amount of resources they handle per minute, since all of the pollution that all kinds of inserters generate is from their increasing power requirements. Ironically enough, however, I have no information on how much pollution burner inserters generate, so are they unintentionally a pollution-free inserter to use?
Oh, and when upgrading to steel furnaces when your belts can't handle it, feel free to scale back the amount of steel furnaces to keep production and pollution rates the same while also cutting coal usage in half. Upgrading to electric furnaces, however, seems kind of pointless until you've switched to solar or nuclear power, since electric furnaces generate the same amount of pollution as steel furnaces. (It's just that electric furnaces produce just 1 pollution per minute directly, and 3 pollution per minute indirectly through coal power requirements, which matches up with the 4 pollution per minute that steel furnaces produce.)
electric furnaces can accept modules so you can have productivity bonus.
Shooting down trees with hotkey c? Possible?
Yes you can, I do it sometimes.
That R/G science isn't bad, imo :P
Thanks
I'm excited for your factorio series. Can you do your commentary while your building? At the moment all the action is cut out of your videos and we are only getting a commentary.
The "there is no spoon" is the achievement that I try several times with no luck, my best time was 5 min late, you need a lot of planning or very proficient, I have no idea how they are able of doing it in 2 hours in speedruns
Practice and a really good pre selected map.
@@FrancisJohnYT right, heheheheheheh
@@FrancisJohnYT is hard doing it in 8 hours, even if you blueprint all the stuff and use the same map (like pre build all the stuff and blue print it), doing it in 2 hours is insane
ONI tier electrical grid
Good to know KoS is everyone's* source for designs :D
Also, I like medium poles but usually I like to use my steel for other stuff... also, small poles are the best way to show all those trees not to mess with you. Dang those barky obstacles.
Also also, did you really kill all biters in range or are you just skipping over them annoying you?!
Inside pollution cloud range they are all dead, pretty sure I show the map at some point.
16:00 you can tell this video is more than a couple months old now. ;)
Wait they fixed this? How when?
@@FrancisJohnYT With the 1.1 release, belts automatically go under obstacles.
"I'm going to use a design I nicked off KatherineOfSky" Don't we all
If you have the time, I would love a video of suggested factorio mods! I love the game, but I tend to get burned out quickly.
what kind of mods are you looking for? QoL or other bigger game altering mods?
@@kaldeathar3462 either would be great!
@@andrewzakrzewski41 personally i use :
QoL: Power Grid Comb, Squeak Through, Even Distribution, Blueprint flip and turn, Picker Atheneum, Picker Extended, Actual Craft Time and Enhanced Map Colors.
For game changers Bob's and Angel's are the classic ones. Krasstorio 2 is another really good one. Industrial Revolution is a bit on the lighter side. Or if you want super complicated Pyanodon's is the most complex one out there as far as i know.
@@kaldeathar3462 wow awesome, I'll need to look through these! Thanks much!
19:01 if you end up using just 1 belt of stone and bricks, you could merge them before crossing the main bus. Also, 6 belts of iron? I wonder just how big are you planning to go!
We got the room for the full belt so no point skimping. This base will only go up to 500spm, well that is the plan right now.
I know you're running Vanilla, but I recommend installing the FNEI mod which is a small little handy thing that gives you all the recipes in the game (how to make items, and what they are used for). Very handy if you're trying to remember things and saves you the hassle of alt-tabbing.
Ah yes, belt fu
I got the demo, gunna give it a try if it ever downloads 🙃
I blew a usd... but it downloaded:)
Yay more
"Remember to put a limit, otherwise you end with way too much"
I don't understand what it is this "way too much" you are talking about: is it something you eat?
13:25 Ignoring proper ratios in Factorio? Pretty sure that's illegal
Only if they catch you.
There are some that consider it illegal - just like some consider sideloading illegal. As well as using only 1 underground to get belts to do what you want :P
I personally am not fond of "bus" designs. I much prefer to take my items directly where they are needed instead of taking a detour to a "bus". Perhaps the most obvious example is blue circuits which will be consuming a large portion of total green production. Taking the greens to the "bus" to be balanced and rebalanced adds a lot of unnecessary infrastructure. It will be interesting to see how you are handling it.
They do make planning so much simpler though. It's why they are so popular.
@@FrancisJohnYT Not sure I agree. Bus requires planning of bus width as well as how thick the branches are and how many branches you need of each item. Like say you build one branch of greens and discover that you need another, but you left no room for it. Now you must either build one at the end of the bus and take the belt backwards, kind of abandoning the idea of the bus, or move some other branch to make room. It will be interesting to see how you deal with it.
@@Hedning1390 Bus width is handled by only building on one side of the bus so that if you do need more lanes you can add them on to the other side. So when you run out of green circuits you just add another branch of green production, and if you need more plate to feed it, theres room for those lanes on the bus
@@kaldeathar3462 Where do you add the other green branch? At the end of the bus? And do you then take the green belt all the way back up the bus to join the first branch?
Also if you only build on one side you will have a very long bus and all of your belts will have to travel very far to get to where they are needed. You will have to wait longer to upgrade the belts because such long belts will be expensive to upgrade. Even you as a player will feel that kind of distance in your legs.
@@Hedning1390 you build the green at the end of the bus then tie it in with your existing green circuit lane. if you need more green circuit production, that means the belts that should have green circuits on them will be empty. the second branch just tops up the section of the bus that is lacking them.
yea the bus will be long and the run is a bit long but you can use concrete to speed you up before you get power armor.
upgrading the belts isnt a big deal once you get robots - you just upgrade planner your bus and lets the bots replace everything as its being made. plus you can bring all the replaced pieces back to your belt maker and recycle them into better belts, saving on costs on all subsequently produced belts
You might want to call it episode 2, this kinda looks like its the game Factorio 2, wich may confuse some poeple.
You have lvl1 and lvl 2 assemblers there is also lvl 3 if you want to move the miners and you need to make pumpjacks for oil.
I was coming over to mention the pumpjacks too. Probably also need some pumps as well given how far away the oil is - which need engines, and those can be shared with making trains too. At which point there's then the choice of either bringing the oil to the oil refinery by pipe+pump or by train.
Working on red belts so early in the game is somewhat of a waste of iron. I think they take 5x more iron to make and you don't get the benefits, as you mostly won't even utilize the higher throughput.
Very true, my eyes were a bit bigger than i want my pollution cloud to be right now. I only really needed the red undergrounds but I tend to get carried away.
It's only a waste if all of your furnaces are working and other machines are getting starved. Otherwise it just saves time later when you don't have to upgrade.
Erm...1 offshore pump can fuel *20* boilers, not 10. You're only running at half capacity on the new base.
When you have played this game too much and you get use to your own personal type of spaghetti. It hurts so much to see someone else spaghetti. Under ground to split a belt? I wonder if there is something to split a belt??? Like a splitter with a filter on it? Food for thought.
Last I played that did not exist, they have polished this game so much.
Underground to take a lane is often better. I'm curios to know why you think the splitter would be better here?
This game is the most beautiful work of art. I will never play it. I work for UPS.
Great to see you doing this. But the KoS Mall? Oh well.
It's a simple design and easy to use and expand, we will need some dedicated assemblers for some other projects later but for now it covers our needs.
4:03 Wait I thought you where Irish not American?
Other nationalities can appreciate grenades :) Never hear of grenade fish in a barrel? Much more efficient than shooting.
Uhhh, first? Love the new series!
Francis i love that you're getting into factorio, but please call it a Hub not a Mall... It's a logistics center not a shopping district.
mall
You need to take this up with KoS.
Those who prefer Nilaus Hub VS KoS Mall arguing in Francis' comment section :P
Oh god, what have I put my foot in. I just went with the name on the original blueprint. Play nice, no tactical nukes between friends :)
But a hub is a place where you craft a few important items. This is a spot that crafts the mall.
this madman builds 500 science/min bases BY HAND ...
get some building bots...
actually nevermind, play however you feel like
he first need to research them, tho...
You know... .he at red+green science now.. what are you expect, nuclear reactors?
Oh I want bots bad and they will be one of the first things we get under blue science.
@@mrShift_0044 1. stop simping
2. rush bots, make a simple starter base, get bots, make big base
@@FrancisJohnYT construction bots are surprisingly early in the tech tree now, like green science or smth, or at least you can make a ghetto setup or handcraft what you need for them
requester chests are just locked behind a ton of research, so no logistic base
logistic bots are quite early aswell tho, for personal use
@@Conqueror933 1. go offline and don't use the internet at least 1 day , please.
2. that's mostly the plan, even tho i think Francis goes to a belt based base, so *robots are not the first priority* , also, hey, don't you think that any way to play this game is ok if you making progress? bot's not doing all the job and I've seen enough playtrhoughs with players JUST stamping blueprints all the time, like i know Zisteau made a good one a couple of years ago. Oh, and you know that using all trending words in a places where they don't really belong is cringe? please write comments more polite and be nice, otherwise you may be accused in simping for bots and being a hardbrained potato
Who doesn't use KoS' mall bp's :-)
I'v been out of the game for a couple of years, I just assumed things had changed. Glad to see I was wrong, first time I used a mall it was life changing.
@@FrancisJohnYT Check out Nilause's 3x3 tiered mall blueprints they are super cool too!
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Sadly this game just doesnt do it for me. Gonna try and pull thru for another couple episodes, hope you can make it interesting so i dont lose 1 of my fav tubers while your doing this crap 😁
Maybe give it a try, there is a free demo. Hope you like it, I feel that way about Rimworld.