8 More Tricks / Features You May Not Know - Factorio Tutorial

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  • เผยแพร่เมื่อ 10 ม.ค. 2025

ความคิดเห็น • 106

  • @cih2007
    @cih2007 8 ปีที่แล้ว +13

    respect for not extending the video length to 10 minutes

  • @Xoron
    @Xoron 8 ปีที่แล้ว +83

    Clicking two connected power poles with copper wire on the cursor will disconnect exactly that connection and leave the other wires alone.

    • @DRY411S
      @DRY411S 8 ปีที่แล้ว +5

      Xoron you beat me to it. It's tip 4a, better than shift left click on a pole which deletes all wires. Click on a pole with a wire in your cursor, then click on another pole, and just the wire between those 2 poles is deleted. This tip works for red and green wires too.
      If you shift left click on a pole, every wire you delete is lost, it's not added to your inventory. then every wire you put back loses wire from your inventory.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว +18

      Very good point, I actually didn't know that! :o Well I got halfway there with my tip. Haha

    • @DRY411S
      @DRY411S 8 ปีที่แล้ว

      Nice to be able to give something back to somebody who has taught me so much. :)

    • @JackPS9
      @JackPS9 7 ปีที่แล้ว

      This also does not use the copper wire to disconnect so your actually saving copper wire but not having to reconnect the one :D

  • @azraelle6232
    @azraelle6232 8 ปีที่แล้ว +8

    One thing to mention regarding downgrading chests - if there is not enough room in the new chest to hold all the items, it will put the remainder into your inventory. BUT - if there is not enough room in your inventory, the remaining items spill onto the ground! This can be rather unfortunate if the items had a high stack size (like alien artifacts), since it will end up covering a potentially huge area.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว +1

      Yeah good point. I did think about mentioning it while I was explaining that part, but didn't want to ramble too much, so decided to just keep it to what I said. Looking back though, I probably should have mentioned that.

  • @AzaleaJane
    @AzaleaJane 5 ปีที่แล้ว +1

    I didn't know about that assembler/requester trick! That saves so much hassle.

  • @elliejohnson2786
    @elliejohnson2786 6 ปีที่แล้ว +4

    I'm only on my second playthrough ("failed" the first) and already knew all of these. I feel pretty happy about that.

  • @simonk7463
    @simonk7463 8 ปีที่แล้ว +27

    Good video, but the math at 8:35 is wrong, since the pollution growth is exponential
    I'll pick up your example, the player destroys five spawners.
    The first spawner would increase the evolution by .2% . The second destroyed spawner would make the *result of the previous calculation* rise. Then the third would take that result and would add .2% of it again etc etc
    Calculation: (whatever pollution level you're at)*1.002*1.002*1.002*1.002*1.002
    OR (pollution level)*1.002 ^5
    I multiplied with 1.002 instead of .002 since we want to know the total amount of pollution and not just what 2% of it is.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว +5

      Good point. I didn't go into the details, even though I mentioned briefly that there was more that went into it aside from just the numbers I mentioned. You are correct though, my example was wrong in that case.
      Thanks for clarifying though! :)

  • @Felixjin
    @Felixjin 8 ปีที่แล้ว +30

    I love the way you pronounce behemoth :D

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว +7

      Lol Yeah. xD That's how I've always pronounced it and even though I know it's technically the wrong way, it just feels easier for me to say it like.

  • @gemmel3197
    @gemmel3197 8 ปีที่แล้ว +4

    Didn't know about the copying between factories and boxes, that will come in handy thanks.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Glad you learned something new! It definitely comes in handy for sure.

  • @isotopian
    @isotopian 7 ปีที่แล้ว

    Really solid video - I spent a half hour trying to figure out how to use power switches and you showed me in 10 seconds. I had only seen one other of these tips before as well, nice job!

    • @Xterminator
      @Xterminator  7 ปีที่แล้ว

      Thank you! I'm happy the video was able to help you out with the power switches and show you some other new tips. :) Some parts of the game not very obvious (like the power switches) so can definitely be annoying to figure out before you actually know how to do it.

  • @aldimore
    @aldimore 8 ปีที่แล้ว +1

    I learned a couple of things. Well worth it. Thanks so much X. Look forward to more.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Nice! Very welcome. :)

  • @patrickOboyle
    @patrickOboyle 7 ปีที่แล้ว

    Didnt know that about belt weaving. That really helps alot in tight area im tring to map out and add to the factory.

  • @Hughsie28
    @Hughsie28 8 ปีที่แล้ว

    I had already known most of the facts in this video from playing the game for a while, but honestly did not know you could disconnect power poles AND use copper wire in your hand to manually hook it up! thats so cool!

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Yeah for sure! Not the most obvious thing, but can be really helpful in certain situations.

  • @MyNameIsJeff-W
    @MyNameIsJeff-W 6 ปีที่แล้ว +4

    couple hundred hours and I never knew about belt braiding! I thought they all acted the same way so never even tried other belts together

  • @peterknutsen3070
    @peterknutsen3070 8 ปีที่แล้ว

    A simple defence method is to have a Belt fed with Coal on one side and Ammo on the other side, then you circle this around your base, and at intervals you place Gun Turrets fed with Burner Inserters.
    Start with just a few Gun Turrets, perhaps clusters of 2, each barely within range of neighbouring clusters.
    That's your basic self-supplying defence. Later you can add more Gun Turrets, have them on both sides of the Belt, and add a Wall (later again make the Wall double thickness), and upgrade the Ammo stream from normal to AP.
    Of course an even simpler defence is a Chest with some fuel and Ammo in it, with 4 Gun Turrets in a cross shape, taking from the Chest with Burner Inserters. Such a cluster is VERY strong in the early game, but it requires manual resupply (in late mid game, of course, you can resupply Requster Chests with bots).

    • @VanoppenKris
      @VanoppenKris 8 ปีที่แล้ว

      You just described my defences :-)
      I'm going for the no laser turrets achievement and no robots so i have a double wall around my bases and gun turrets fed by a belt and some inserters. This means you need a lot of ammo clips AND supply the other bases manually (a steel chest full works very well) but so far i had no problems keeping the locals outside my base :-)

  • @R0UTARAN
    @R0UTARAN 8 ปีที่แล้ว

    Good stuff! I didn't know about the requester stack size. Changing to like half a stack or quarter by default will be awesome. Thanks!

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Sure thing! It would be really great if you could configure how much it sets it to when you copy paste. Hopefully in a future game update or a mod at some point.

  • @Fixitt
    @Fixitt 8 ปีที่แล้ว

    One of your mods is modifying your stack request copying settings. The default value is x2 the amount not x10.
    It's a setting in config file that a mod can alter.

  • @aeodins9015
    @aeodins9015 8 ปีที่แล้ว

    Thanks for the extra tips Xterminator. These are very helpful.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Sure thing! Glad they helped. :)

  • @Yonkage
    @Yonkage 8 ปีที่แล้ว

    I like to remove power lines from poles and put green/red wires on a separate set of poles from the power network so it's easier to see. I find it's a good use for all those old wooden power poles (at least before they added the ability to BURN them for fuel).

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Ah yeah that is a pretty smart way of doing it. :D Finding a use for the crappy wooden poles is great too if you don't want to burn them.

  • @MrBloedarsch
    @MrBloedarsch 7 ปีที่แล้ว

    I have over 500 hrs in this game and didn't know about that request stack thingy.... omfg, thank you sooo much!!!!!!!

    • @Xterminator
      @Xterminator  7 ปีที่แล้ว

      No worries! I am still picking up on little features like that myself after all this time. So much to discover. :) Glad it helped you out!

  • @Edmar_Thorn
    @Edmar_Thorn 7 ปีที่แล้ว

    I can't remember where I saw it but I have taken to using a technique that allows 3 if the same belt to occupy a 2 wide area, by having underground belts at maximum length, offset so the second lane start and end in the middle of the other lane, you can weave a third, longer belt around and between them.
    if you place he assembly machines so that the middle lines up to a point where the woven belt switches sides, one assembly machine , with 1 or 2 long inserters and 2 or 1 fast inserters can access 3 blue belts of resources.
    very useful for a blue circuit setup to get 2 and a half lanes of green circuits and half a lane of red.

    • @Edmar_Thorn
      @Edmar_Thorn 7 ปีที่แล้ว

      Although power wise it's only really possible with either substations or the factorissimo mod (which I am in love with by the way, thanks for that showcase XD)

  • @sarcasmo57
    @sarcasmo57 8 ปีที่แล้ว +10

    I've been killing spawners left and right. Is there a limit to how nasty the beasts get?

    • @MichaelSaull
      @MichaelSaull 8 ปีที่แล้ว

      Yes they get to behemoth level and then stop.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว +13

      Yeah, the behemoth biters/spitters are the highest level. After that point they won't evolve anymore.

    • @kwasniewski1984
      @kwasniewski1984 8 ปีที่แล้ว

      u can check evolution lvl by typing /evolution in game console (enter by pressing ` next to 1 key) behemoth biters and spitters spown at evolution lvl 1 highest possible

  • @ke3wh
    @ke3wh 7 ปีที่แล้ว +1

    Learned a couple things, tyvm.

    • @Xterminator
      @Xterminator  7 ปีที่แล้ว

      Dhart572 Glad it helped!

  • @Larry-qz2fw
    @Larry-qz2fw 8 ปีที่แล้ว

    Fantastic video. I did not know that you can copy requests from assemblers to chests that would help a lot. Thanks. 0w0

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Thank you! Glad I could help. :)

  • @danjlilley
    @danjlilley 7 ปีที่แล้ว

    This is so useful. The amount of time I've spent manually setting up my requester chests! Argh

    • @Xterminator
      @Xterminator  7 ปีที่แล้ว

      I know right? Before I knew about this, it took forever to set things up.

  • @ldypanaz
    @ldypanaz 8 ปีที่แล้ว

    Thank you for the tips. Have had this game for awhile and just starting to really play it.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Sure thing. :) Awesome, hope you're enjoying it!

  • @blackhat4968
    @blackhat4968 8 ปีที่แล้ว

    Great Video. Thanks for the Text added too. Only 1 thing I would have suggested, you mentioned that the time portion of Bitter Evolution (BE) was: .00004%(?) a tick, (I forget how many zeros) I would have preferred you did the math and say how many % that was an hour.
    EDIT: Looks like there are 216000 ticks an hour. so its 0.864% BE/hour. or 115 hours to get to 100% on Time alone.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Thanks! Yeah I probably should of done the math, just didn't want to make things longer than they were already.

    • @Tyler.8046
      @Tyler.8046 8 ปีที่แล้ว

      Black Hat he mentioned in the video that there is a formula which slows down the evolution over time, so it would be a lot more complex than just multiplying it out. but a more reasonable time scale would have been definitely better.

  • @DarkinPunk
    @DarkinPunk 8 ปีที่แล้ว

    For the requester chest, I always just restricted all the slots before I set the request, so even though the number was a whole stack, there were no "free spaces" in the chest for the over-eager bots to fill.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      That's a good method actually, I hadn't thought of doing that. I would prefer to just tick the option for it to default to 1, but without that, your method is the best I think.

  • @lars_vs
    @lars_vs 5 ปีที่แล้ว

    Does reducing pollution decrease the biter level?

  • @ARUCARDFTEPES
    @ARUCARDFTEPES 8 ปีที่แล้ว

    Most of these are familiar, but I have never heard of disconnecting power lines, not sure if it would be useful but somehow very interesting to me.

    • @SlendyMctendies
      @SlendyMctendies 8 ปีที่แล้ว

      It's typically for modular base setups. If you have an over-abundance of something (we'll just say Steel for example) if you have your power network set up properly, you can simply turn off that portion of the base until you need it again.

  • @zawesfcaswe1641
    @zawesfcaswe1641 7 ปีที่แล้ว

    power poles can be used with red and green wires

  • @andresnexuschamarra6991
    @andresnexuschamarra6991 8 ปีที่แล้ว

    I use constant combinators to output "recipes" of required items, i.e. the stuff you need to make 1 fast inserter, then multiply that by the ammount I need... is there a way to get the recipe from an assembly unity or from the item itself? (other than copying it by hand I mean)

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Hmm I don't really think so, unless I'm understanding what you mean. Unfortunately you can't connect wires to assemblers to read whats being made in them.

    • @bluelightfox
      @bluelightfox 8 ปีที่แล้ว

      That'd be a good idea for a mod: add a "recipe constant combinator" that lets you pick any recipe and outputs item type signals - one each for the required amount of the ingredients. An optional factor for all its ingredients would also be useful. I can imagine the circuit network pros doing all sorts of interesting things with it - like maybe a new ZuriMart.

  • @michaelgraff6978
    @michaelgraff6978 8 ปีที่แล้ว

    Re copper wires and disconnecting (or connecting) them -- note the the blueprint will NOT store this, so you will always have wires even though you blueprinted without them.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Good point. It's really annoying that blueprints won't copy the changed copper wires, and unfortunately I don't think they have any plans to fix that soon. :/

    • @bluelightfox
      @bluelightfox 8 ปีที่แล้ว

      Sometimes I use wooden power poles in blueprints to get around this problem. They're also affected, but they do have a lower connection range than other poles (and substations).

  • @cje0
    @cje0 8 ปีที่แล้ว

    so good... was not long enough. didnt know any of that!

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Glad it helped! :) That's funny, I almost never get people saying a video is too short. That's good to hear!

  • @Drewbydrew
    @Drewbydrew 7 ปีที่แล้ว +2

    Very helpful! Thanks :)
    Side note, isn't "behemoth" pronounced "ba-hee-mith"? That's how I've always heard it.

  • @oblivion_2852
    @oblivion_2852 8 ปีที่แล้ว +1

    Wires in factorio are completely broken. 1. Electric poles take copper plate not copper wire 2. Wires placed by bots do not actually use any wire items 3. Wires placed over other wires do not return the wire that you wish to remove 4. Removing wires does not return copper wire however adding wire does 5. Blueprints do not store the entities that wires are connected to for creating separate power networks... I am kinda sick of how wires work and would like to see some fixes

    • @EshmesVid
      @EshmesVid 8 ปีที่แล้ว

      Never heard of gameplay huh? Its more important than logic

  • @suddenllybah
    @suddenllybah 6 ปีที่แล้ว

    Burner inserters should also copy conditions, but given that they are so wasteful of energy, and harder to power, I wouldn't use them anyway

  • @bloodheart2483
    @bloodheart2483 8 ปีที่แล้ว

    U can upgrade module by shift click

  • @Titeljan
    @Titeljan 8 ปีที่แล้ว

    If you play with air filtering mod that will reduce polution, does that means slower biter evolution or they will progress the same because its impact of produced pollution? Air filter only reduce and remove already produced pollution...

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      I can't be 100% sure, but yeah my guess would be that it does not slow down evolution for the exact reason you stated. Which is a bit unfortunate.

    • @SlendyMctendies
      @SlendyMctendies 8 ปีที่แล้ว

      I play with the air filtering mod, and from what I've seen after regular evolution checks, pollution was a lower factor than usual. My best guess is that you cannot revert evolution that was already caused, but you can stop it from contributing further if you set up the filter system properly.

  • @mikkelnpetersen
    @mikkelnpetersen 5 ปีที่แล้ว +1

    1:23 Most usefull one.

  • @Lezenda
    @Lezenda 8 ปีที่แล้ว

    Belt braiding - I think every "10 tips" have this, but no one have used it in their playthrough, but the one with copper to the switch (no one mentions it), I spent around 2 hours until I figured that out(

    • @KaneYork
      @KaneYork 8 ปีที่แล้ว

      Belt braiding is hard to use, because you need to have 2 different speeds of items moving and not enough space.

    • @Lezenda
      @Lezenda 8 ปีที่แล้ว

      yes, I know, but I do not understand, why people in their '10 Tips', talk about things that they do not use, and are silent about important things, like copper cable can be used similarly to red and green, for more than 1 year playing factorio I thought that is just preraft and it cannot be used(

    • @bluelightfox
      @bluelightfox 8 ปีที่แล้ว

      It's usually better to move things around to make more room for belts than to braid them. Problems with braiding:
      1. It's hard (or impossible in many cases) to see what's on the belts.
      2. It's very easy to accidentally upgrade them, especially if they are near a spaghetti mess and/or you are using the upgrade planner mod to mass-upgrade belts. This can accidentally connect separate belts, which can be hard to detect due to #1 above.
      So it's a handy trick in certain situations, but not recommended and definitely not for beginners (IMO).

    • @yvrelna
      @yvrelna 6 ปีที่แล้ว

      Belt braiding is mostly only useful for super compact setups. Since most plays are in infinite sized map, space is rarely an issue, so I think most people just overdesign lots of extra spaces around stuffs to make it easier to move things around when needed.
      The risk of incorrect upgrade and having things run at different speeds also adds to the complexities of braiding belts.

  • @GeekMick
    @GeekMick 3 ปีที่แล้ว

    Thanks

  • @theanderblast
    @theanderblast 8 ปีที่แล้ว

    For the shift-right shift-left copy paste thing, it seems like some items get 10x and some get 2x. Green and red circuits get 10x as you show, but blue ones get 2x. Don't quite understand why this is .

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      That's weird. O.o I would of mentioned that but honestly I didn't know. I figured they would have it be the same for all things.

    • @zencow
      @zencow 8 ปีที่แล้ว

      My experience has been that assembler-to-requester amounts paste with a 2x multiplier, but sometimes just 1x for when the request is kinda big already. I expect there's a cut-off at some value. I usually go into my Requester chests and manually update the amount, as 2x is often not enough to make the bots keep that item supplied fast enough for assembler usage.

    • @michaelgraff6978
      @michaelgraff6978 8 ปีที่แล้ว

      Are you sure you don't have some sort of mod installed? I seem to always get 2x, and I've seen some changes people make to allow 6x or so.

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      I think it is 2x. I didn't think any of the mods I was using changed that to 10x, but it must have. :/

  • @VagnerBagner
    @VagnerBagner 7 ปีที่แล้ว

    Good video

  • @blitzkreg335
    @blitzkreg335 5 ปีที่แล้ว

    "Large and be-a-moth biters"

  • @spinba11
    @spinba11 8 ปีที่แล้ว

    I'm 99% sure burner inserters can be connected to the networks, I'm posting from m iPad so I can't check

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Hmm, I'm pretty sure that when I placed it down there was no option to connect it.

    • @spinba11
      @spinba11 8 ปีที่แล้ว

      Xterminator I'm confirmed it, I was surprised when I saw that we could

  • @filipforfico
    @filipforfico 8 ปีที่แล้ว

    How can you see pollution map?

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Turning on advanced info, with the ALT key.

  • @matthewmeier1120
    @matthewmeier1120 6 ปีที่แล้ว

    Buh-HE-muth. If youve only read it and never heard it sometimes its hard to get right. Like "run like the wind." (Like you wind up a watch) its easy to get wrong.

  • @MADhorseKD
    @MADhorseKD 7 ปีที่แล้ว

    Subbed, my dude. This has been most interesting. Ive also been looking into Autodesk Process Analysis (free product) to possibly optimise my setups. Might be interesting for you ;)

  • @asa-ze1kn
    @asa-ze1kn 8 ปีที่แล้ว +2

    Who doesn't play woth biters? I don't :p.

  • @halfthetimeeverytime6603
    @halfthetimeeverytime6603 6 ปีที่แล้ว

    I think the evolution due to destroying spawners is overrated, the amount of evolution you get from destroying a mere 1 spawner is only equivalent to about 9 seconds of evolution due to time passing

    • @Xterminator
      @Xterminator  6 ปีที่แล้ว

      Yeah, it's pretty crazy. The enemies and enemy related things are definitely not balanced very well in the game currently.

  • @EshmesVid
    @EshmesVid 8 ปีที่แล้ว

    0.0004% per tick is wrong.. This would be 0.024% per second, 1,44% per minute, 86,4% per hour. Full evolution after an hour right...,. By this time i usually start automating science to invent turrets in the first place, and you have behemoths. LOL

    • @Xterminator
      @Xterminator  8 ปีที่แล้ว

      Uh, those numbers are taken directly from the wiki so I highly doubt they are wrong. As I also mentioned in the video, there is more to it than just the percentages. Each factor contributes less the farther the evolution goes.
      You can read up on it here: wiki.factorio.com/Evolution
      So no, it would not be full evolution after an hour, and yes those numbers are correct.

    • @simonk7463
      @simonk7463 8 ปีที่แล้ว

      Your calculation is wrong because the growth is exponential, not linear.
      Every tick, the evolution is increased by 0.0004%. But the next tick, it just takes the result of the previous tick's result and adds 0.0004%. This does *not* equal an increase of 0.0008%.