I'll be streaming Space Age today on Twitch! Tune in to see more of my factory, see me working on it, and ask me questions live about the DLC! www.twitch.tv/mangledpork UPDATE: The Gleba Soil Guide shown in the video is out of date as it would seem the devs saw it, realised it was actually a bug, and patched it the next day 😆 Here is the new guide: imgur.com/a/QfJoANw
Don't get me wrong, I love the design and the actual gameplay, but mods are going to be INSANE. Imagine the possibilities of new planets, resources, processes.... It's going to be like a space exploration incoporation, with some caveats, of course, in every overhaul mod. I can't wait to finish the dlc, test the limit of my computer with insane spm megabases, and then on top, have insanely long overhauls to chew through. The only negative is that the day will still have 24 hours.
the modding API changes are going to be HUGE too. They're changing so much with it, expanding what you can do, simplifying some bits, and yeah, what's super duper exciting is all the new mechanics in 2.0 that can also be used in mods like belt item stacking, spoilage, space platforms, quality, the remote view changes, force build on blueprints, parameterised blueprints, new circuit network changes and interactions, multiple pollution types and more. Modding should also be easier thanks to the simplification of definitions, for example, the normal/expensive recipe disctinction is removed, since nobody ever supported expensive mode and it made cross-mod support a nightmare where you have to check for both or either definition. Instead, expensive mode is a small mod packaged with the base game, like quality is for space age. I, for one, can't wait to see a "super duper ultra mega uber legendary" quality mod that takes 1 bajillion hours to get the highest tier
@V0lcan000 I agree with almost everything you said. It's obvious that once they made the foundations, the modding community can build on them. I can already see a super legendary bulk inserter capable of 8 or 12 items stacking, for example. The additions and changes are too many to name here, and figuring out the various use cases is going to be a long journey. Personally, I am a huge fan of overhaul mods, space ex, krastorio, see block, even pynadons offer a new experience for factorio that matches or even surpasses the main games one. I would happily pay for them alone! The additions of the update will have a compound effect on these mods, making them objectively better in every aspect. The megabasing aspect is also going to be insane. From my experience, trains were almost always the bottleneck of my base. Too many, too small, or too big, resulted in failure after a certain spm limit. Seeing how fast those new buildings are crafting is going to be a train chaos, making the 8-64-8 I used obsolete lol. The potential is almost limitless. Modders have new powerful tools to play with, and I am all into that. And yes, an extremeoverclockedlegendary mod would be fun in challenging situations, but it's also a trap because an op single machine can be so efficient that it makes the presence of multiple machines unnecessary. Personally, I love the aspect of factory growth, but in a balanced way. Horizontal and vertical growth must be on par. If an op emp plant can make like 25% of total circuit production, then the factory is not really a factory then. That's the one caveat I have with legendary quality. Maybe the jump from epic is too big, and phenomenons like this could happen on a reduced scale. Anyways, before I judge something, I must have a first-hand experience, so until then, this is theoretical.
Yes! There are so many cool possibilities now: Space monsters! Warptorio-ish FTL overhaul! Biter homeworld to blow up! Spoilage-mechanic-based fantasy world alchemy ovehaul!
@@V0lcan000Right now, there're mod expanding the quality. One that add + to normal tier and another that let player add as much level as they like, up to tier 100.
Never understood people who hated quality. Optional, most OP(while fairly balanced), and not really complicated thing to tackle at the end. It solves performance issue, tedious mega base scaling issue, fun to play with and rewarding. Never felt so hyped to play factorio in ages.
I think it got off to a bad start with the naming. Having an “epic” turret or a “legendary” productivity module just sounds silly and brings in associations with MMOs and gatcha games. Never understood why Kovarex was so adamant about keeping the names.
@@mx2000 They could do with "tiers", for example "Tier 5 productivity module" instead of "Legendary productivity module", but in all fairness, for the most people factorio is not the first game, and having names like legendary or rare should be familiar to everybody, and you like it or not, but if you see something like "rare" you immediately get an idea that it better version of a thing in some way. Other naming suggestions including "precise", "calibrated", or something among this lines would confuse people much more in my opinion
In addition to the quality names being a bit kitsch, it felt weird bringing in a nondeterministic mechanic for so many recipes. That being said, I was mostly on the fence and was going to just wait and see how it played. The thread reaction for that FFF was downright alarming. That likely contributed to the mechanic being put inside a mod module.
@TheFrantic5 I mean, on a factory scale, any "probabilitys" convert just to ratios, thanks to the law of large numbers. In case like personal armor - yes, it's a bit of gamble because you need just one thing. In case of anything than that it's just a convoluted way to make better items, that takes 2, 5, 10 or 20 times more resources.
The fact that you can bootstrap from any of the 3 middle planets makes me think there should be a setting where you choose which planet to start a new game on instead of it being fixed to Nauvis as the first planet.
Yeah, it's basically Factorio 2. I never had a save exceed 150 hours in Factorio before, this one's rapidly approaching 400 and I'm not even close to bored or finished
You must be kidding. Do you know how much the DLC costs here in Brazil? 12% of the minimum wage. I don't care, I'm going to buy it; there's no point in thinking about the price at a time like this.
I'm surprised there isn't some kind of mechanic of connecting a heat pipe to a cryo plant so the recipe to cool Fluoroketone heats the cryo plant. In fact, most cryo plant recipes could heat the cryo plant by a bit, requiring that you can dump heat as well as source it...
Having now played around 100 hours of Space Age, I've come back to this video to comment in complete awe about how much you covered in 350 hours. I've barely scratched the surface of the three planets (Nauvis, Fulgora and Vulcanus) that I've explored so far. Your speed of progression is absolutely bananas. Well done!
Hello I'm Bentham and welcome to my Factorio Plaftorm World Episode 120. Today we will finally get over that massive debree field... Ahh the memories. Like in the middle of 1 year long playthrough major patch hits so Bentham needed to rework half of his base....
I think if you actually arrived in shartterd planet,you will get a metal surface(its explosed core) that you can mine infinite amount of iron and copper.
Quality allows you to build up instead of out. Legendary building go 2.5 time as fast, productivity modules make them twice as productive, way less beacons way more strongly boost speed and efficiency... it all adds up to insane amounts of production in a very small space.
@@MangledPork so there is actually a process of "shrinking" your factory after the quality grind? Cut down big chunks and put down a few legendary machines to replace them? The result is very tempting indeed but I am not sure if I have the energy to tear almost all things down and rebuilt
@@orlikforcebalancer7495 absolutely. My plastic production is one massively overclocked machine that outputs more than a saturated stacked turbo belt of plastic, just cause I can.
I recognized your name immediately when this video showed up in my recommended. I saw your Galaxy of Fame base over a week ago. The lines you wrote about Gleba play in my head every time I think about the planet LOL. Subscribed for that alone... and now I'm excited to see how the hell you've made every component of your base legendary quality.
tip about platforms. they can use repair packs and rebuild entities destroyed by asteroids. they can also replace destroyed platform bits, so for platforms traveling to/from aquilo or the shattered planet, include repair packs, and anything else that the platform is made of in order for it to be able to repair/rebuild itself mid-flight.
This is exactly why i subbed to you all those years ago when you were still playing your railworld series! i can't wait to watch, but i really do want to play through myself before watching this. 2 more days before i begin! the urge to watch this is huge though.... UGH
@@ice_kraken55 Agreed in regards to SE. That's far from unexpected and given the direction of 2.0 hardly surprising. However, it is likewise a pleasant surprise to see other things from other mods incorporated as well.
1:54:45: You could read the temp of the reactors and turn the inserter on if they get to low, couldn't you? Maybe add an alarm to tell you things are breaking
“Thank you for the video! Your video is the best advertisement for Factorio and the new Space Age DLC - I can’t wait for Monday when I’ll finally get to play it.”
Thanks for the detailed overview! I was having trouble finding info on if there were any *actual* unlimited sources of materials (apparently Vulcanus doesn't quite, until late-game), and it's good to see that Gleba does fit the bill.
Yeah, Gleba has infinite iron and copper, space has infinite iron, carbon and ice, Gleba tech adds calcite, sulfur and copper to space, and through those you can get infinite coal, the infinite calcite then gives infinite stone via lava processing because of the stone byproduct. So iron, copper, stone and coal can all be infinite, uranium can't be, and neither can tungsten or lithium brine (cause despite being a liquid, it's finite)
Quality beacons boosting the quality modules inside them even further is actually insane, megabases are going to reach truly absurd numbers with all these new techs and quality multipliers
Skipped through the bits that I didn't know about, to keep some surprises. Funny how so much of the new stuff seems to focus around making hyper-productive new buildings for mega-bases, but in turn it's a bit bittersweet that it works so well that you can just have relatively tiny bases for regular gameplay as a a result. Doesn't seem like you're pushed to make flat out gigantic factories on any of the planets. Small question (that you might have answered in the bits I've skipped), are all the planets now still *infinite*, or did it copy the Space Exploration thing where each planet is now a decently large finite disk?
@@Ghosty99675985 I skipped bits too. We are watching 350h+ save (I think). All we can see are endgame factories. Maybe the factories expand in the mid game and then shrink in the late game. Maybe not. Maybe all combined is just twice as large as the 1.0 Factorio factory combined. But spread over all the planets and platforms, it seems smaller.
27:00 I wonder... Can biters and pentapods survive on Vulcanus? Can they expand there? Because if so... I can imagine sending down some eggs to spread and synthetically create the ultimate tri-deathworld
I hope you don't mind that a "borrowed" the design of parts of your ships, to build my first ship that can go to Aquilo. I elongated it instead of your square shape, so it's faster. Works like a charm. So thank you very much.
Great video. Slightly afk Factorio while i watch /listen to this , and watch how my first factory doing. about to start my first space platforms. ty again for the video
1:21:00: feed the egg and it makes another egg... that's some proper weird space biology 🙃 You get the first egg to start the process by going out and nick it?
I was this years old when I found out where they put the red and green wires 2:45:09 Thank you, I’ve been freaking out as to when I get to make green and red wires again.
> 15,000 kilometers What is this, a solar system for ants? (Just a comparison - Earth circumference is 40,000 km, and distance between Earth and Moon is 384,400 km on average)
@@MangledPork I mean fair enough, but it's still kinda funny. From what I see, it's better to not think about physics too much when it comes to space platforms because... - Items on belts in space (imagine you turn on the thrusters, and everything on belts gets yeeted into space) - Platforms have maximum speed - Platforms slow down whene engines stop And so on :D Also, where's my space trains?
@@NGBlock-z5w THey are powered by tiny biters running inside belts as on threadmill? Did you think that biters were attacking use because of the pollution? No it was beecause of all child labor.
It's a wonderful video. Like everyone else, I'm excited for the dlc. But all this building not only wide but also tall, made me think 1) We can build as much production on (let's say) Vulcanus as we want 2) We can build as many rockets as we need to get it into orbit 3) We can build as many space platforms as we need to get it into Nauvis orbit 4) We can build as many cargo bays on the ground as we need to accept everything that was produced on Vulcanus But then we need to transfer all these resources from the cargo landing pad to the rest of the factory. (And maybe because I've never built a high throughput system using robots) I intuitively feel like there should be a bottle neck with one cargo landing pad (where you can only go tall but not wide). But I think I'm making a mistake in my logic. PS. sorry for my bad English
P.P.S. I tried to test something similar on version 1.1.110 and with a robot speed of 17 and 2500 robots I got an unloading of 72 blue belts of product from an active provider (and I don't know what I'm doing), so I think if there is a ceiling here it's pretty high. Especially considering all the smarter robots and the quality we are getting, on top of the good design that could be done.
Kinda shame they didn't expand on the biter lore more. I always theorized they are not native to Nauvis, simply because a species that evolves and expand in the presence of pollution couldn't possibly be native to a pristine planet that lacks pollution before our arrival.
@@qiblikit has to be alien as the biter goop that's left after you kill a nest never washes away. if they were native the whole surface would be covered in goop
I have a link to it in the description (also btw I updated it to reflect a game patch just now), if people want to distribute it further they can, ideally with attribution but I hid a watermark in there anyway 😜
This is great, ive been looking for some megabase inspiration, particularly for gleba. by the way, its ketone, as in own! Its a weird molecule that isnt very useful irl, not sure why they went this route for coolant. Liquid helium in a cyroplant would have been better
I think that's also because he chose to apply a lot of vertical scaling (better factories) instead of horizontal scaling (more factories), which keeps logistics small scale. I'm not sure which type is better for quickly increasing overall production.
4 lanes of trains fueling one belt with a 4x bigger buffer and it's fixed. And for the increased amount of traffic we have elevated rails now. Those rail setups for mega(/giga?) bases will probably be huge and I can't wait
2:20:00 Hmmm? Space Age + SpaceEx + Kombat Drones + Mechanicus once all are updated. Cleanse then seed a 100% threat death moon with legendary biters, leave to cook for a few weeks with Rampant expansion while doing other things, then come back with a few thousand regular infantry backed by a couple of hundred legendary power infantry and a pair of Warlord titans, cue warhorns and mayhem.
Love this gameplay series every time, Bentham!😍 I’m excited to see what the next episode will be like though. Can't wait! By the way, it would be awesome if you could check your inbox - we've sent you an email!🤗
2:03:35, 2:18:25: More marks against Gleba. Pathetic excuse for a planet. 1:43:35: The achievement is a lie. Apparently, the game doesn't distinguish between attack groups attracted by pollution/spores and ones attracted by munitions. 29:25: See, I would've brought the prometheum closer to Nauvis before adding biter eggs. That seems like a simpler way to avoid that problem. Also, wait, do biters need to breathe?
Last time I played was after they released "infinite research" or something like that. I don't think wifey and boss will give me enough time to play a game that complex... 😅
As someone who's barely scratched other planets in multiplayer, looking at your science pack ship schedule, would it be viable to build the main science facility on Gleba, and import other science there? The ships are already flying, but that way you'd have way less time for your organic science to spoil.
Thank you for the massive overview, really informative. Seems like an interesting expansion overall, but there's few... "buts" that have been bothering me since reading some of the FFFs and it seems like at least your factory does demonstrate that. I have to say that your planetary factories seem remarkably tiny, not at all what I would expect for a save this long. I'm not a fan how this seems to completely discourage horizontal growth and is all about building super machines with super huge numbers instead. Massive factories are a part of the fun IMO, and replacing massive smelting and assembling arrays with 3 machines and few beacons feels underwhelming to me personally. Even your nauvis base is massive bus, but pretty small production arrays. And it looks like every planet barring Gleba is limiting your available space, so you are kinda forced to do that instead of having options for horizontal or vertical scaling. Same goes for space platforms. So instead of quality being "optional" as they say, it seems more like "you will use quality or else". The "flowthrough" idea you are describing seems like the only logical solution TBH. Other option is trying to do on-demand production with circuits and requests, but I feel like it's way too complex and has way too many downsides, like killing throughput drastically. So seems like the easiest and most efficient solution is yea, just to destroy everything that isn't used. Especially since you aren't using everything you are producing all the time. This seems like the planet that absolutely destroys belt optimizations though, because IIRC those are all designed around compressed belts with the same resource, which is clearly not the case with this planet's mechanics. Fusion cells are holmium + lithium + ammonia? What kind of fusion reaction are we doing? I mean factorio is not realistic of course, but at least with fission power we kinda sorta used elements that make reasonable sense :D Quality grinders... yea, that's another reason why I don't like the idea of that mechanic all that much. Maybe there's a better way to do that, but seems like if you do that it will get way too complicated way too quick, and instead you just find one design and copy paste it for every product.
I feel like people are going hard on quality and vertical scaling right now because it's new, not because it's the only or even best way to play. Cliff explosions, foundations and landfill allow you to get around the space constraints (or go full on trains and make a very wide distributed base, sounds fun), and quality is expensive, so horizontal expansion seems very viable to me. Seemingly less so with space platforms. You could design a slow and cheap one and spam many of them to compensate, but quality does seem very valuable for space platforms, especially for transporting Gleba science which needs to be fast. That said, I'm fine with that.
I don't think it being "expensive" really matters when the game has raised productivity values into stratosphere and also added stuff like super drills that consume only half as much resources for the same output, which apparently could be improved even further. And if anything, the quality module "cost" - and you absolutely need quality prod modules, as they push your productivity even higher - it pushes you even further into the rabbit hole of just boosting a single machine, as you need fewer machines and thus fewer modules
I rewatched the last few minutes of this video like a hawk, pausing many many times, hoping to see where/how lvl.2 modules are unlocked. I saw the one early tech for all the lvl.1 modules, and separate techs for all the lvl.3's. I saw some other classic techs which were promised to be moved into plain space science (with no other planets needed), like atomic bombs, and kovarex enrichment. Where the heck did lvl.2 modules go?
So there's the modules tech, red and green, then each level 1 module, red and green. You then need the space science tech, then each level 2 is unlocked with red, green, blue and white. From there each level 3 is unlocked with red, green, blue, white and one planet's science pack. Vulcanus: Speed (tungsten carbide) Fulgora: Quality (superconductor) Gleba: Efficiency (spoilage) Also Gleba, but spiritually Nauvis: Productivity (biter egg)
Accumulators are used in Fulgora science, so all my accumulator production is there, filled with quality modules. All the normal quality goes to science, the rest goes to all my planets.
At the end of your gleba segment, you show your biochamber production, can you explain how you set it up? I am honestly not really fond of Gleba at the moment :/
It's fluoroketone (-own) not floroketane (-ayne). Ketones are real compounds in organic chemistry - they didn't make those up. Nice vid. Super hyped for this expansion.
When you actually arrive at the location I don't think it particularly looks like anything, except the endless wall of huge promethium asteroids just like you would have just spent the last 3 million km fighting through. there's nothing left in the centre, the planet is destroyed.
Great showcase, tyvm! How much SPM are you running atm? My only concern about scaling up is the bottleneck of the single landing pad per planet. Can you shoot unlimited amout of stuff from space as long as you have enough cargo storages to catch them? And is the space platform able to catch everything if we launch like hunderds of rockets per minute?
the input of the landing pad scales with the number of extensions, if it's unable to receive and more, platforms will wait to drop items for space, and it can be unloaded with legendary stack inserters for some already very high throughput, plus it's a provider chest
Forest Planting: Will it be possible to blueprint these, like in the Industrial Revolution 3 mod? In that mod, you could set up tree and rubber farms, where a forestry building would automatically harvest them, and you could place them using blueprints. Planting seeds manually, as you've described, doesn't sound very enjoyable and goes against the core principle of automating everything.
Is there any utility to just collecting asteroids as a supplementary source of resources for planetside production? Supplemental iron/stone/water/whatever?
Absolutely! It's an infinite source of those items as you can build the platforms as large or as numerous as you like. Some people make one giant platform to catch asteroids from a large area (tip: supposedly width increases asteroid rates). Some make a standard design and then launch 25 of it. Personally I don't cause I think it's a bit silly, but I made an exception with my calcite freighter, Helios, which probably makes more calcite on-board than it collects from Vulcanus. Also at the playtest event, I had my friend install a small iron harvesting platform over Fulgora to help me get set up.
@@MangledPork It's also your only source of promethium, as you noted after I made that comment. I'm still tickled by the idea of a platform that takes off empty and arrives full of stuff it made on the way.
Kinda sad that I never launched a rocket before DLC never even went after blue science. I mean I never went after completing the game and more after automation. Another thing is My first ever base is gone because it was in 1.1.38 and when I updated it was gone. Next still is in 1.1.56 but it was stopped for some reason. I got to nuclear power there. Also some smaller bases with mods and now the current 1.1.6something base is the very modded like probably 100+ base I was working on before 2.0. Now in the 2.0 base I have a space mining platform for free iron. Nice.
I had/have the same issues with enslaving biters as you have. Even if it's just a game: This is just a sick technology. Killing biters is one thing, torturing and enslaving something completely different. A major con against my favourite game.
I'll be streaming Space Age today on Twitch! Tune in to see more of my factory, see me working on it, and ask me questions live about the DLC! www.twitch.tv/mangledpork
UPDATE: The Gleba Soil Guide shown in the video is out of date as it would seem the devs saw it, realised it was actually a bug, and patched it the next day 😆
Here is the new guide: imgur.com/a/QfJoANw
You have very cool cpace platforms, could you plewse post your safe file, otherwise I’m not very good at this?
bro can u share your space platforms code, please
Don't get me wrong, I love the design and the actual gameplay, but mods are going to be INSANE. Imagine the possibilities of new planets, resources, processes.... It's going to be like a space exploration incoporation, with some caveats, of course, in every overhaul mod. I can't wait to finish the dlc, test the limit of my computer with insane spm megabases, and then on top, have insanely long overhauls to chew through. The only negative is that the day will still have 24 hours.
the modding API changes are going to be HUGE too. They're changing so much with it, expanding what you can do, simplifying some bits, and yeah, what's super duper exciting is all the new mechanics in 2.0 that can also be used in mods like belt item stacking, spoilage, space platforms, quality, the remote view changes, force build on blueprints, parameterised blueprints, new circuit network changes and interactions, multiple pollution types and more. Modding should also be easier thanks to the simplification of definitions, for example, the normal/expensive recipe disctinction is removed, since nobody ever supported expensive mode and it made cross-mod support a nightmare where you have to check for both or either definition. Instead, expensive mode is a small mod packaged with the base game, like quality is for space age.
I, for one, can't wait to see a "super duper ultra mega uber legendary" quality mod that takes 1 bajillion hours to get the highest tier
@V0lcan000 I agree with almost everything you said. It's obvious that once they made the foundations, the modding community can build on them. I can already see a super legendary bulk inserter capable of 8 or 12 items stacking, for example. The additions and changes are too many to name here, and figuring out the various use cases is going to be a long journey.
Personally, I am a huge fan of overhaul mods, space ex, krastorio, see block, even pynadons offer a new experience for factorio that matches or even surpasses the main games one. I would happily pay for them alone! The additions of the update will have a compound effect on these mods, making them objectively better in every aspect.
The megabasing aspect is also going to be insane. From my experience, trains were almost always the bottleneck of my base. Too many, too small, or too big, resulted in failure after a certain spm limit. Seeing how fast those new buildings are crafting is going to be a train chaos, making the 8-64-8 I used obsolete lol.
The potential is almost limitless. Modders have new powerful tools to play with, and I am all into that.
And yes, an extremeoverclockedlegendary mod would be fun in challenging situations, but it's also a trap because an op single machine can be so efficient that it makes the presence of multiple machines unnecessary. Personally, I love the aspect of factory growth, but in a balanced way. Horizontal and vertical growth must be on par. If an op emp plant can make like 25% of total circuit production, then the factory is not really a factory then. That's the one caveat I have with legendary quality. Maybe the jump from epic is too big, and phenomenons like this could happen on a reduced scale. Anyways, before I judge something, I must have a first-hand experience, so until then, this is theoretical.
Yes! There are so many cool possibilities now: Space monsters! Warptorio-ish FTL overhaul! Biter homeworld to blow up! Spoilage-mechanic-based fantasy world alchemy ovehaul!
I'm really quite excited about py for se :)
@@V0lcan000Right now, there're mod expanding the quality. One that add + to normal tier and another that let player add as much level as they like, up to tier 100.
1:07:28 "A planet that makes you think completely differently" "I made a bus!"
The intonation is brilliantly funny :D
Vulcanus liquid metal bus
Fulgora sorted scrap bus
Gleba flowthrough bus
Aquilo... Uhh...
I'll always find a way to make a bus. Mostly.
that's part of the "mangledpork charm" - this is the way...
@@MangledPork fluid in barrel, barrel on bus.
Never understood people who hated quality. Optional, most OP(while fairly balanced), and not really complicated thing to tackle at the end. It solves performance issue, tedious mega base scaling issue, fun to play with and rewarding. Never felt so hyped to play factorio in ages.
I think it got off to a bad start with the naming. Having an “epic” turret or a “legendary” productivity module just sounds silly and brings in associations with MMOs and gatcha games. Never understood why Kovarex was so adamant about keeping the names.
@@mx2000 They could do with "tiers", for example "Tier 5 productivity module" instead of "Legendary productivity module", but in all fairness, for the most people factorio is not the first game, and having names like legendary or rare should be familiar to everybody, and you like it or not, but if you see something like "rare" you immediately get an idea that it better version of a thing in some way. Other naming suggestions including "precise", "calibrated", or something among this lines would confuse people much more in my opinion
In addition to the quality names being a bit kitsch, it felt weird bringing in a nondeterministic mechanic for so many recipes.
That being said, I was mostly on the fence and was going to just wait and see how it played. The thread reaction for that FFF was downright alarming. That likely contributed to the mechanic being put inside a mod module.
@TheFrantic5 I mean, on a factory scale, any "probabilitys" convert just to ratios, thanks to the law of large numbers. In case like personal armor - yes, it's a bit of gamble because you need just one thing. In case of anything than that it's just a convoluted way to make better items, that takes 2, 5, 10 or 20 times more resources.
@TheFrantic5 I don't see also why give people an option to disable it, if it is completely optional anyway
"I lied, it's three hours long." I know, it's why we (your subscribers) love you and your videos XD
Unleashing legendary biters on someone else in multiplayer (by throwing eggs into some random chest) would be so evil.
That new bio/cyborg lab reminds me of the time you had to kill biters for alien science or whatever the purple stuff was.
biter science? now thats a blast from the past... I kinda miss it, stunting on the scrubs that played with biters off
The fact that you can bootstrap from any of the 3 middle planets makes me think there should be a setting where you choose which planet to start a new game on instead of it being fixed to Nauvis as the first planet.
The modders have been hard at work and I think a mod or two for exactly that will be available on launch day
I got to admit I was initially shocked at the price of the DLC but the more I get shown the more I am seeing the value of this
Yeah, it's basically Factorio 2. I never had a save exceed 150 hours in Factorio before, this one's rapidly approaching 400 and I'm not even close to bored or finished
You must be kidding. Do you know how much the DLC costs here in Brazil? 12% of the minimum wage. I don't care, I'm going to buy it; there's no point in thinking about the price at a time like this.
@@russorussonice. Hope you're enjoying it! 🎉
@@russorusso If this was produced by paradox or blizzard, each planet would be it's own DLC worth 20 bucks.
I'm surprised there isn't some kind of mechanic of connecting a heat pipe to a cryo plant so the recipe to cool Fluoroketone heats the cryo plant. In fact, most cryo plant recipes could heat the cryo plant by a bit, requiring that you can dump heat as well as source it...
That is realistic, but remember. This is Factorio. it's most likely like this for the logistical challenge. I could be wrong, I dunno
Having now played around 100 hours of Space Age, I've come back to this video to comment in complete awe about how much you covered in 350 hours. I've barely scratched the surface of the three planets (Nauvis, Fulgora and Vulcanus) that I've explored so far. Your speed of progression is absolutely bananas. Well done!
Hello I'm Bentham and welcome to my Factorio Plaftorm World Episode 120. Today we will finally get over that massive debree field... Ahh the memories. Like in the middle of 1 year long playthrough major patch hits so Bentham needed to rework half of his base....
The amount of love to detail to integrate all those different mechanics in the game to make it challenging is just amazing! :)
Theres a new tier of belts! Im happy with just that. Wow, just wow to see all of this for the first time
Your Gleba base is beautiful!
I think if you actually arrived in shartterd planet,you will get a metal surface(its explosed core) that you can mine infinite amount of iron and copper.
Great video man👍Space age is so amazing, I don't think I will need to play another game ever again.
“The Factory Must Grow”, a phrase I said to my friends when I heard about the release being soon
The factory has grown….
Surprisingly, these builds are much smaller than I imagined! Great job on the builds and video!
Quality allows you to build up instead of out. Legendary building go 2.5 time as fast, productivity modules make them twice as productive, way less beacons way more strongly boost speed and efficiency... it all adds up to insane amounts of production in a very small space.
@@MangledPork so there is actually a process of "shrinking" your factory after the quality grind? Cut down big chunks and put down a few legendary machines to replace them? The result is very tempting indeed but I am not sure if I have the energy to tear almost all things down and rebuilt
@@orlikforcebalancer7495 absolutely. My plastic production is one massively overclocked machine that outputs more than a saturated stacked turbo belt of plastic, just cause I can.
@@MangledPork gotta put down 500 hours for the first run then!
It's not a problem, it's a blessing. And a beb factorio vid is the best
Everything looks great, I just miss the planets in the background when our platform orbits :
I recognized your name immediately when this video showed up in my recommended. I saw your Galaxy of Fame base over a week ago. The lines you wrote about Gleba play in my head every time I think about the planet LOL. Subscribed for that alone... and now I'm excited to see how the hell you've made every component of your base legendary quality.
tip about platforms. they can use repair packs and rebuild entities destroyed by asteroids. they can also replace destroyed platform bits, so for platforms traveling to/from aquilo or the shattered planet, include repair packs, and anything else that the platform is made of in order for it to be able to repair/rebuild itself mid-flight.
This is exactly why i subbed to you all those years ago when you were still playing your railworld series! i can't wait to watch, but i really do want to play through myself before watching this. 2 more days before i begin! the urge to watch this is huge though.... UGH
I love that legendary pentapod eggs spoil into legendary pentapods with buffed stats, it's all the little details that got me into Factorio
This is such an excellent overview and I wish I could have a resource like this for every game I play. Great job!
I am really excited for space age. but the modding community is going to have a field day
thankyou for leaving the music on!! i want to listen to the soundtrack so badly
Funny, I just found your save in the galaxy of fame (I just finished the game)
I recognized by the space platform names :)
Thanks for the overview, ready to rock the planets. 😃👍
I motion that a bus that must always move be called a river
(He called it that like 30 seconds after I typed this)
Seems like they took a number of different item ideas from SE and Seablock and incorporated them into the new SA.
Given that the space exploration developer works for wube, that makes sense
@@ice_kraken55 Agreed in regards to SE. That's far from unexpected and given the direction of 2.0 hardly surprising. However, it is likewise a pleasant surprise to see other things from other mods incorporated as well.
Also inspiration from Pyanadon, specifically Pyanadon's Alien Life for Gleba
1:54:45: You could read the temp of the reactors and turn the inserter on if they get to low, couldn't you?
Maybe add an alarm to tell you things are breaking
True! a good idea, a way to for the inserter to at least keep itself warm till I'm aware of the issue.
“Thank you for the video! Your video is the best advertisement for Factorio and the new Space Age DLC - I can’t wait for Monday when I’ll finally get to play it.”
Thanks for the detailed overview!
I was having trouble finding info on if there were any *actual* unlimited sources of materials (apparently Vulcanus doesn't quite, until late-game), and it's good to see that Gleba does fit the bill.
Yeah, Gleba has infinite iron and copper, space has infinite iron, carbon and ice, Gleba tech adds calcite, sulfur and copper to space, and through those you can get infinite coal, the infinite calcite then gives infinite stone via lava processing because of the stone byproduct. So iron, copper, stone and coal can all be infinite, uranium can't be, and neither can tungsten or lithium brine (cause despite being a liquid, it's finite)
Quality beacons boosting the quality modules inside them even further is actually insane, megabases are going to reach truly absurd numbers with all these new techs and quality multipliers
Someone from wube said that 1mil SPM is possible.
@@qiblik yeah, a single electromagnetic crafter can make 700 circuits a second
Skipped through the bits that I didn't know about, to keep some surprises. Funny how so much of the new stuff seems to focus around making hyper-productive new buildings for mega-bases, but in turn it's a bit bittersweet that it works so well that you can just have relatively tiny bases for regular gameplay as a a result. Doesn't seem like you're pushed to make flat out gigantic factories on any of the planets.
Small question (that you might have answered in the bits I've skipped), are all the planets now still *infinite*, or did it copy the Space Exploration thing where each planet is now a decently large finite disk?
All planets are as infinite as Nauvis
@@Ghosty99675985 I skipped bits too. We are watching 350h+ save (I think). All we can see are endgame factories. Maybe the factories expand in the mid game and then shrink in the late game.
Maybe not. Maybe all combined is just twice as large as the 1.0 Factorio factory combined. But spread over all the planets and platforms, it seems smaller.
27:00 I wonder... Can biters and pentapods survive on Vulcanus? Can they expand there? Because if so... I can imagine sending down some eggs to spread and synthetically create the ultimate tri-deathworld
That makes me wonder if you can send legendary biters to fight off the demolishers.
I hope you don't mind that a "borrowed" the design of parts of your ships, to build my first ship that can go to Aquilo. I elongated it instead of your square shape, so it's faster. Works like a charm. So thank you very much.
Great video. Slightly afk Factorio while i watch /listen to this , and watch how my first factory doing. about to start my first space platforms. ty again for the video
1:21:00: feed the egg and it makes another egg... that's some proper weird space biology 🙃
You get the first egg to start the process by going out and nick it?
idk, cell division or something, it's fine :P
I know it's gonna be a good day when I see you post a video like this 👏
cant wait for the galactic dlc where we get an explanation for why there is a shattered planet
Nice work! I loved seeing your work and now i can look forward to playing it myself.
I was this years old when I found out where they put the red and green wires 2:45:09
Thank you, I’ve been freaking out as to when I get to make green and red wires again.
> 15,000 kilometers
What is this, a solar system for ants? (Just a comparison - Earth circumference is 40,000 km, and distance between Earth and Moon is 384,400 km on average)
If the distances were realistic this comment would instead be "So the platforms are travelling faster than light with conventional rockets? *math*"
@@MangledPork I mean fair enough, but it's still kinda funny. From what I see, it's better to not think about physics too much when it comes to space platforms because...
- Items on belts in space (imagine you turn on the thrusters, and everything on belts gets yeeted into space)
- Platforms have maximum speed
- Platforms slow down whene engines stop
And so on :D
Also, where's my space trains?
outer wilds logic
@@HaibaneKuu funfact: belts dont make sense at all cause they work without energy 👍
@@NGBlock-z5w THey are powered by tiny biters running inside belts as on threadmill? Did you think that biters were attacking use because of the pollution? No it was beecause of all child labor.
It's a wonderful video. Like everyone else, I'm excited for the dlc. But all this building not only wide but also tall, made me think
1) We can build as much production on (let's say) Vulcanus as we want
2) We can build as many rockets as we need to get it into orbit
3) We can build as many space platforms as we need to get it into Nauvis orbit
4) We can build as many cargo bays on the ground as we need to accept everything that was produced on Vulcanus
But then we need to transfer all these resources from the cargo landing pad to the rest of the factory. (And maybe because I've never built a high throughput system using robots) I intuitively feel like there should be a bottle neck with one cargo landing pad (where you can only go tall but not wide). But I think I'm making a mistake in my logic.
PS. sorry for my bad English
P.P.S. I tried to test something similar on version 1.1.110 and with a robot speed of 17 and 2500 robots I got an unloading of 72 blue belts of product from an active provider (and I don't know what I'm doing), so I think if there is a ceiling here it's pretty high. Especially considering all the smarter robots and the quality we are getting, on top of the good design that could be done.
Agreed, we were just a crash landed ship... but now, now we really are the baddies :D
Kinda shame they didn't expand on the biter lore more. I always theorized they are not native to Nauvis, simply because a species that evolves and expand in the presence of pollution couldn't possibly be native to a pristine planet that lacks pollution before our arrival.
@@qiblikit has to be alien as the biter goop that's left after you kill a nest never washes away.
if they were native the whole surface would be covered in goop
Factorio 1.0: the factory must grow
Factorio 2.0 Space Age: the factory must EXPAND TO THE FURTHEST REACHING CORNERS OF THE GALAXY
12:16 I could hear the grabber arm on the left say "wait- fuck- shit- THERE we go, finally got it"
I'm extremely envious of people playing space age already.
1:16:12 - you can post this picture of the Gleba biomes and what can grow where to the Factorio Wiki or a fan wiki so it's available there
I have a link to it in the description (also btw I updated it to reflect a game patch just now), if people want to distribute it further they can, ideally with attribution but I hid a watermark in there anyway 😜
This is great, ive been looking for some megabase inspiration, particularly for gleba.
by the way, its ketone, as in own! Its a weird molecule that isnt very useful irl, not sure why they went this route for coolant. Liquid helium in a cyroplant would have been better
What a wonderful and informative video. Thanks for that.
Sadly not many trains on the base. I feel like belts became overpowered
trains got buffed as well, they have double capacity now. belts are still impractical for long distances
@@Ghorda9 only fluid wagons got buffed if I am not mistaken
@@TimDrogin the new stack inserters is also a buff in addition to the rail bridges
I think that's also because he chose to apply a lot of vertical scaling (better factories) instead of horizontal scaling (more factories), which keeps logistics small scale. I'm not sure which type is better for quickly increasing overall production.
4 lanes of trains fueling one belt with a 4x bigger buffer and it's fixed. And for the increased amount of traffic we have elevated rails now. Those rail setups for mega(/giga?) bases will probably be huge and I can't wait
Can you share the Space platform blueprints?
2:20:00 Hmmm? Space Age + SpaceEx + Kombat Drones + Mechanicus once all are updated. Cleanse then seed a 100% threat death moon with legendary biters, leave to cook for a few weeks with Rampant expansion while doing other things, then come back with a few thousand regular infantry backed by a couple of hundred legendary power infantry and a pair of Warlord titans, cue warhorns and mayhem.
Love this gameplay series every time, Bentham!😍 I’m excited to see what the next episode will be like though. Can't wait! By the way, it would be awesome if you could check your inbox - we've sent you an email!🤗
Great overview, learned a lot, especially about Gleba. Only one question - how did you configure the logic of belts on Aquilo ships?
2:03:35, 2:18:25: More marks against Gleba. Pathetic excuse for a planet.
1:43:35: The achievement is a lie. Apparently, the game doesn't distinguish between attack groups attracted by pollution/spores and ones attracted by munitions.
29:25: See, I would've brought the prometheum closer to Nauvis before adding biter eggs. That seems like a simpler way to avoid that problem. Also, wait, do biters need to breathe?
Last time I played was after they released "infinite research" or something like that. I don't think wifey and boss will give me enough time to play a game that complex... 😅
WHAT the Heck, Bentham is back or just a Quick visit ?
Now i'm just waiting for a series where you play from start to finish lol
Awesome overview vid! Thx!
I wish they made train capacity scale with quality, currently it's kinda hard to keep up with 240 item/s belts without building giant trains
do you publish your saves anywhere?
I would love to have some Blueprints for the Space Plattforms! That would be a great help!
The Demeter! Love that show
As someone who's barely scratched other planets in multiplayer, looking at your science pack ship schedule, would it be viable to build the main science facility on Gleba, and import other science there? The ships are already flying, but that way you'd have way less time for your organic science to spoil.
Thank you for the massive overview, really informative. Seems like an interesting expansion overall, but there's few... "buts" that have been bothering me since reading some of the FFFs and it seems like at least your factory does demonstrate that.
I have to say that your planetary factories seem remarkably tiny, not at all what I would expect for a save this long. I'm not a fan how this seems to completely discourage horizontal growth and is all about building super machines with super huge numbers instead. Massive factories are a part of the fun IMO, and replacing massive smelting and assembling arrays with 3 machines and few beacons feels underwhelming to me personally. Even your nauvis base is massive bus, but pretty small production arrays. And it looks like every planet barring Gleba is limiting your available space, so you are kinda forced to do that instead of having options for horizontal or vertical scaling. Same goes for space platforms. So instead of quality being "optional" as they say, it seems more like "you will use quality or else".
The "flowthrough" idea you are describing seems like the only logical solution TBH. Other option is trying to do on-demand production with circuits and requests, but I feel like it's way too complex and has way too many downsides, like killing throughput drastically. So seems like the easiest and most efficient solution is yea, just to destroy everything that isn't used. Especially since you aren't using everything you are producing all the time. This seems like the planet that absolutely destroys belt optimizations though, because IIRC those are all designed around compressed belts with the same resource, which is clearly not the case with this planet's mechanics.
Fusion cells are holmium + lithium + ammonia? What kind of fusion reaction are we doing? I mean factorio is not realistic of course, but at least with fission power we kinda sorta used elements that make reasonable sense :D
Quality grinders... yea, that's another reason why I don't like the idea of that mechanic all that much. Maybe there's a better way to do that, but seems like if you do that it will get way too complicated way too quick, and instead you just find one design and copy paste it for every product.
I feel like people are going hard on quality and vertical scaling right now because it's new, not because it's the only or even best way to play. Cliff explosions, foundations and landfill allow you to get around the space constraints (or go full on trains and make a very wide distributed base, sounds fun), and quality is expensive, so horizontal expansion seems very viable to me.
Seemingly less so with space platforms. You could design a slow and cheap one and spam many of them to compensate, but quality does seem very valuable for space platforms, especially for transporting Gleba science which needs to be fast. That said, I'm fine with that.
I don't think it being "expensive" really matters when the game has raised productivity values into stratosphere and also added stuff like super drills that consume only half as much resources for the same output, which apparently could be improved even further.
And if anything, the quality module "cost" - and you absolutely need quality prod modules, as they push your productivity even higher - it pushes you even further into the rabbit hole of just boosting a single machine, as you need fewer machines and thus fewer modules
do you have any blueprints you would share please?
I rewatched the last few minutes of this video like a hawk, pausing many many times, hoping to see where/how lvl.2 modules are unlocked. I saw the one early tech for all the lvl.1 modules, and separate techs for all the lvl.3's. I saw some other classic techs which were promised to be moved into plain space science (with no other planets needed), like atomic bombs, and kovarex enrichment. Where the heck did lvl.2 modules go?
So there's the modules tech, red and green, then each level 1 module, red and green. You then need the space science tech, then each level 2 is unlocked with red, green, blue and white. From there each level 3 is unlocked with red, green, blue, white and one planet's science pack.
Vulcanus: Speed (tungsten carbide)
Fulgora: Quality (superconductor)
Gleba: Efficiency (spoilage)
Also Gleba, but spiritually Nauvis: Productivity (biter egg)
Looks like accumulator mass production is a must at new planets
Accumulators are used in Fulgora science, so all my accumulator production is there, filled with quality modules. All the normal quality goes to science, the rest goes to all my planets.
At the end of your gleba segment, you show your biochamber production, can you explain how you set it up? I am honestly not really fond of Gleba at the moment :/
using a sushi belt as a buffer chest with limiters is basically what you are doing.
Hey! Any tips on how you went about making so much legendary stuff?
The final goal of the dlc feels like an ending to a last episode of sopranos. Nobody now’s if it’s good or bad, but it is right
Perhaps a rerun of factorio 2.0 AMASS is in order ? 😉
McConaughey: the belt never stops
It's fluoroketone (-own) not floroketane (-ayne). Ketones are real compounds in organic chemistry - they didn't make those up. Nice vid. Super hyped for this expansion.
Yeah I don't know how that pronunciation got lodged in my brain, I've been deprogramming myself of it already.
Looking forward to this DLC
amazing base
The first mod should be Mickey mouse gloves for those grabbers.
oh my god
i swear i might actually make this you are a genius
So when the blueprints dropping? :^)
I was tinkering with the biter spawner bots and then just said, Just nuke the site from orbit. its the only way to be sure.
how does it look, when u get to the shattered planet?
When you actually arrive at the location I don't think it particularly looks like anything, except the endless wall of huge promethium asteroids just like you would have just spent the last 3 million km fighting through. there's nothing left in the centre, the planet is destroyed.
@@MangledPork inb4 the centre of the shattered planet is the contents of the suitcase in Pulp Fiction.
Great showcase, tyvm! How much SPM are you running atm? My only concern about scaling up is the bottleneck of the single landing pad per planet. Can you shoot unlimited amout of stuff from space as long as you have enough cargo storages to catch them?
And is the space platform able to catch everything if we launch like hunderds of rockets per minute?
the input of the landing pad scales with the number of extensions, if it's unable to receive and more, platforms will wait to drop items for space, and it can be unloaded with legendary stack inserters for some already very high throughput, plus it's a provider chest
now i really want to know what the shattered planet looks like
Where do I find the txt file / folder within the Factorio app (Mac OS) were the Lua commands I have entered are stored?
about the biter spawner that is cybernetically interfiered with i think its just how life will go this is slowly becoming like scorn :D
Forest Planting: Will it be possible to blueprint these, like in the Industrial Revolution 3 mod? In that mod, you could set up tree and rubber farms, where a forestry building would automatically harvest them, and you could place them using blueprints. Planting seeds manually, as you've described, doesn't sound very enjoyable and goes against the core principle of automating everything.
Is there any utility to just collecting asteroids as a supplementary source of resources for planetside production? Supplemental iron/stone/water/whatever?
Absolutely! It's an infinite source of those items as you can build the platforms as large or as numerous as you like. Some people make one giant platform to catch asteroids from a large area (tip: supposedly width increases asteroid rates). Some make a standard design and then launch 25 of it. Personally I don't cause I think it's a bit silly, but I made an exception with my calcite freighter, Helios, which probably makes more calcite on-board than it collects from Vulcanus.
Also at the playtest event, I had my friend install a small iron harvesting platform over Fulgora to help me get set up.
@@MangledPork It's also your only source of promethium, as you noted after I made that comment. I'm still tickled by the idea of a platform that takes off empty and arrives full of stuff it made on the way.
Kinda sad that I never launched a rocket before DLC never even went after blue science. I mean I never went after completing the game and more after automation. Another thing is My first ever base is gone because it was in 1.1.38 and when I updated it was gone. Next still is in 1.1.56 but it was stopped for some reason. I got to nuclear power there. Also some smaller bases with mods and now the current 1.1.6something base is the very modded like probably 100+ base I was working on before 2.0. Now in the 2.0 base I have a space mining platform for free iron. Nice.
They all look so asymmetrical
Oh my god how did u manage to make all that legendary stuff
I showed in the video the quality grinders I use, which after hundreds of hours let me turn basically everything legendary
I had/have the same issues with enslaving biters as you have. Even if it's just a game: This is just a sick technology. Killing biters is one thing, torturing and enslaving something completely different. A major con against my favourite game.
Longest 24 hours of my life coming up
1:06:54 God: GET ON WITH IT!
Towns, Towns again but with Space Trains!
On Space map, what is that link from Aquilo to out of the map?