Factorio 1.0 Entry Level to Megabase 3, Ep 5: GREEN SCIENCE - Guide, Tutorial
Vložit
- čas přidán 19. 08. 2020
- You've been waiting for it: the premiere guide/playthrough for beginners and experts alike! Tips & tricks as we play, upping your Factorio experience! Support Katherine on Patreon: / katherineofsky
Time to set up our red and green science arrays! (Automation science, Logistics science)
Buy Factorio at Humble, (supports me at no extra cost to you!): bit.ly/FactorioKatherineOfSky
KoS Merch: bit.ly/KoSMerch
PayPal: www.paypal.me/katherineofsky
Epic Games Creator Code: KATHERINEOFSKY
link: bit.ly/EpicKatherineOfSky
Chrono.gg: chrono.gg/KatherineOfSky
Humble: www.humblebundle.com/?partner...
Amazon: amzn.to/2qvGS08
Twitch Streaming: / katherineofsky
Discord: bit.ly/kosdiscord
Twitter: / katherineofsky
Mods:
Nanobots: to help with my neuropathy. (Everything I do can be done in vanilla)
Afraid of the Dark: for YT brightness
FNEI: QoL mod useful for beginners (shows recipes and ingredient usage)
ToDo List: QoL mod for writing down a task list
Auto-Deconstruct: marks finished miners for deconstruction (also for neuropathy)
Blueprints on my Google Drive: bit.ly/KoSFactorioBPs
Factorio Tutorials:
• Factorio Tutorials: Se...
All of my Factorio Series:
czcams.com/users/KatherineOf...
#factorio
#katherineofsky - Hry
What is your favorite science setup?
When I can get it to work, sushi. Its so pretty, but super tricky to get working
Daisy chain with triple belt weaving so as to have science back up on the belt. So satisfying.
None, you don't need science if you cant research anything
Inserter spam, because throughput is overrated also stack inserters
Tumor cluster. I love the idea of a nearly unintelligible mess of belts and machines spread across a planet with no discernable organization. I have labs spread throughout my entire factory.
I randomly got episode one show up on my feed and I was so ready for the normal "HELLO GUYS! GET SMASHING BUTTONS AND LETS RIP SOME ALIENS A NEW ONE WHILE ALSO RUSHING TO BUILD ONE MILLION ROCKETS A SECOND!". that hearing you completely threw me. Very enjoyable and calming. Thank you.
Welcome to my channel. Enjoy the seriesl
@@KatherineOfSky Oh I shall, it's been years since I last enjoyed this game.
I'm now curious who is that loud?
@@Mizer1822 Clickbait tubers usually.
"Let's Murder nature nature now. yay." (nervous laughter)
-KOS
Small nitpick, one of your iron miners doesn't have a belt going to it, bottom one 2nd row from the right.
Enjoy Katherine calmly and pleasantly explaining that "armor piercing rounds are good for us" XD
Honestly, I could enjoy this Voice and Factorio for the rest of my life its so enjoyable ;p keep doing this vids Katherine thanks for all the Tipps and Tutorials ;)
i agree and if you need a break from clicking you can always play with the lord of tentacles but only talk with him in the game for him I would be fine with that.
Just passing by to say: “thank you for making your blueprints availlaible!”
A note about inserters for new players: besides being more expensive, fast inserters also use more electricity than regular inserters. It can really add up over a large factory, so it's always worth it to use regular inserters when you can. However, one fast inserter uses less power than two regulars, so if you need the speed just use one fast one instead of doubling up on regulars. This also extends to stack inserters, once you get that far.
Great tip !
Fast inserters do not use less energy than two regular inserters in general. They have a lower minimum consumption, but a higher maximum consumption. This means that fast inserters are more efficient if you need the speed in bursts(such as in malls), but regular inserters are more efficient if they are constantly running.
Personally though I always switch over to fast-only as it's just more convenient.
@@TripleOmega Well, okay, you're right the math gets complicated depending on application and duty cycle. I still favor using regular inserters wherever possible because I like the efficiency, but of course everyone is free to build how they like.
@@TripleOmega You know, I sat down and did all the math and you're right. I don't know where I got the idea that one fast is better than two regular, but that's totally wrong. In fact, fast inserters are really power inefficient and you should pretty much never use them unless you need high IPS and are space constrained. Otherwise, kW per IPS, regular inserters are always better. And stack inserters are worse than fast inserters early game, but much better once you get some stack size research done.
@@5thearth Thank you for doing the math and correcting yourself, I appreciate that. Not many people are willing to do that.
@KatherineOfSky: The left end of your green circuit array is misaligned and is missing a couple wire-producing assemblers. Also, one of the inputs to the mall which is supposed to be split red & green circuits is currently full of green on both sides.
These videos are:
A)an absolute delight
B) super well done
C) helping me learn this awesome game
Thanks so much for making them! Easily the best factorio content out there for newcomers.
Thank you so much for the high praise! I'm really glad they are useful to you!
You placed the last green circuit crafters incorrectly, its too close to the other one.
This is a fantastic series so far. It's really helping me as a beginner to get an idea of how this game works after getting stuck several times.
The only thing I wish was different is "the mall". It seems fairly complicated but it's getting glossed over completely.
I usually hand craft green science for a while even before getting green circuits up. The reason is that mentally I have something about research not being done is wasting that time, but the reality is I spend so much time building the base that it usually catches up on research anyway.
Great video and great serie KoS!
I have just found your channel, I started watching this series as I'm a new Factorio player. I'm enjoying pretty much the series, you talk really clear (nice tips explaining) and have a beautiful voice apart from that funny sense of humor. You earned a subscriber! ;)
Welcome aboard! Enjoy! Earned
I dont have the game but still watching because its interesting and very well explained in a way that i can still follow what you do and why
That's awesome! Glad you're enjoying the series!
such an enjoyable series to build following along. thank you.
Awesome! thanks for another amazing vid can't wait tell tomorrow!
Looking forward to seeing you there!
I haven't spent that much Time watching a 30min+ video series for a long time and to be honest I wish the video were older so I can watch the whole series without stopping. Keep uploading your videos are really fun and I do press the like button which I rarely do, to show your new videos on my recommendation list and to support the series. Thank you for making my day.
Thank you so much, I really appreciate it, and am so gld you are enjoying the videos!
how have I not known about this channel until now? This is good shit!
Just discovered your channel. Awesome content! Going to have to go and watch some older Factorio stuff because they may have information I can learn from.
Enjoy all the videos!
Hey KoS. Every time I watch these I learn a little more and enjoy Factorio more. Just got to personal roboports for the first time :D
Thanks for all the wonderful content.
Thank you so much
Love your videos!
Thank you!
so i just realized with this video u upload in 1440 so i get to watch nice looking videos from you and its great
Looks like the trees and the belts are conspiring against you to misplace your paths. Oh NO! 00 lol
I am new come to factorio and I just wanted to let you know I truly appreciate what you're doing here. thanks ever so much!
You are very welcome!
Yo KoS, you should fix the end of your green chips array! In the episode you built it, you missplaced the last copy - paste thing (word missing xD) :D
At least, i think it shouldn’t be like it is right now ;)
Great tutorial series just in time for my newly developed factorio addiction :)
@KatherineOfSky: You might want to switch to standard inserters instead of burner inserters for fuelling your boilers. 'Self-starting' and 'immune to power outages' sound like important attributes in theory, but in practice:
* In case of a brownout due to demand exceeding generator capacity: a boiler consumes 0.45 coal/s at full operation. A standard inserter with no stack size bonuses loads at 0.94 items/s from a moving belt and 0.88 i/s from a stopped one. Thus, as long as your electrical satisfaction stays above ~50%, standard inserters will keep up.
* In the case of a brownout due to fuel shortage, it doesn't matter how the boilers are loaded; without power, the coal miners aren't producing any coal. The only way to escape that death spiral is to fix the production then restart the boilers with some reserve coal. Now, admittedly, with burner inserters, you can just dump the coal on the belt and let it sort itself out, whereas with standards you have to drop it in the boilers directly, but it requires a manual intervention either way.
Overall, the advantages of burner inserters are small compared to the 7-fold difference in energy usage.
As the only backup, this is true. I secondarily add a coal buffer, with disconnected output back into the line. The input uses electric and the output on burner. Then, once I repair the coal, I can simply turn connect the buffer output until coal is flowing again. Once unlocked this can be mostly automated with circuits, requiring just a single input to activate it on command, making startup much faster than with manual methods. It can also prevent a brownout from spiraling as coal miners slow down (usually caused when I switch to laser defenses too early)
Also, if your boilers are train fueled, with a self-powered coal outpost near water, you can have that train set up to kick-start as needed from the train interface without having to even go anywhere
I do agree that just using burners without a system in place to get coal onto the belt in a shortage is generally a waste of coal, but as part of a bigger backup system, it can save a lot of hassle later
@@Mageling55 The problem is, it takes 3 burner inserters to put enough coal on the belt to feed 4 boilers.
I appreciate the 1440p upload.
Need to check West Radar I don't think you hooked it back up when you killed the Power Poles during construction of smelting line.
The power line is next to Iron Plate smelting line that's feeding Green Circuit Boards
I'm loving this series. When 1.0 came out I picked the game back up after 2 years. I think before I had maybe 30 hours in it. I watched you back then too. This time, I got the map you're using and I'm also building everything right along with you. Literally pausing and doing it with you, so I can learn. Thank you for this series!!!
Have fun with the game, and feel free to veer off and build whichever way you want!
@@KatherineOfSky Thanks! Getting ready to start Ep. 6, I'm enjoying just chilling out and following along right now. Just trying to remember things and get my bearings. Honestly between your calming voice and how relaxing the game is. I'm using it to help my anxiety!
Thanks
Just bought factorio by using your link!
Thank you so much for your support!
Katherine, you could use balancers to distribute your iron ore between the belts (not sure if you're not using it on purpose). Love your videos and your voice. ❤️
I don't want to use balancers, I want to prioritize. Glad you are enjoying the videos :-)
KoS ... great to see the new series!!
You have an error in your mall where the top green/red circuit input line is pure green. Its not an issue now but best to fix that now rather than chasing down all the green circuits on the wrong belts.
Thanks !
Love your content and your voice! You are perfect to listening to and learning from when iam playing the game :) But just a question, the nanobots you got, its a mod right? Cant find them this early in vanilla. Later in game i will get them. But you have right from the beginning?
Nanobots is a mod as I mentioned in the first episode :-) They are different than regular bots.
I think next Episode or the one after that, should see a great Biter extinction Event, and the beginning of a great Railroad Network
Man, I really want this nanobots mod. There is something calming though about just running along building the stuff though.
What takes me an hour to figure out and is a complete mess, you do flawlessly in 3.5 minutes 😆 At least I try first and then come here to get help!
Love the tutorial and everything about all of this but your use of that mall is really jarring to a new player - we're meant to just...use some blueprint we don't understand to build all of our basics?
Thanks for making these series! I have a little over three hundred hours put into Factorio, but I'm guessing I'm off by an order of magnitude compared to you. 😄
LOL - "too much nature" :)
Thank you as always... Can you have a quick look at your Green Science. I think the Belt maker is starved of Gears because it needs more inserters to keep up. I'll copy this comment to your latest video as well.
I am like 4 hours in, automated military science and still dont have green circuits on my bus lol. But thats on the plan next cause Ill need them for blue science.
I wanna defend early level nanobots. It's balanced. Using bots is the same as using a screwdriver. More done in less time is the point of automation.
There is a mod called "Auto Deconstruct" it will mark empty miners with a large red X and if there are drones arround they will automatically deconstuct the miner. Nothing special but the visuals alone help me a lot.
Yes I really like that mod. However this playthrough it is meant to be as vanilla as possible .
There's a mod called "Reverse Factory" that will take items and reduce them to their input components. I use that instead of "dump chests". I figure I'm doing enough damage to the biters' planet as it is :)
These words do not compute :P
@@KatherineOfSky LOL
@@KatherineOfSky How about this: "they're my resources and I want them BACK!"
Oh god I played last time factorio in 2017 and returned today with 1.0 being released.
my goodness I got a crap map. 700k iron ore patch and about 500k copper and some coal.
I have a 7 mil copper patch to the far north and about 9 mil iron ore to the far south. Belts are not feasible because of the distance.
I can't wait to see how you tackle the train problem in this series because I never got to learn trains. Also, a lot of the loader blueprints for the trains are outdated and I am not smart enough to come up with my own designs.
All it takes is a little practice and fiddling to come up with workable train stations!
@@KatherineOfSky it takes circuitry to make a good loading station for plates/ore.
Being a perfectionist does not help my cause either.
Hopefully you'll make a tutorial out of the episode from this new series about train loading/unloading.
@@colbancassian127 There's no circuitry required to make a decent loading station. Just clever splitting, and it's good. As far as "perfectionism", just redefine what "perfect" is (there are many many many many facets of "perfect", or completely discard that notion, since there is no one "perfect" anything ;-)
The best thing about this series is it shows us that even people who are good at this game flounder and struggle a bit in the beginning. This is uplifting and makes me feel a whole lot better.
How do I upload your blueprints. I'm a noob at this ty for the help.
KOS the upper GC line of your Mall is wrong configured :-)
there a iron miner not connected to a belt for the last few episodes and its driving me nuts lol i wonder if you ever notice in this series.. guess I'll keep watching to find out! :)
haha
Is there a reason you place your electric miners right next to each other? They mine from a larger space than that, so you could cover a larger space with fewer miners. I'm guessing there's some kind of efficiency thing I'm unaware of?
Yes, I talked about this in ep 1 or 2. I want the throughput, e.g. more items on the belt so I can feed my furnaces.
@KatherineOfSky I heard you mention the lights on the electric miners being too small. Found this in the mods that should assist.
mods.factorio.com/mod/BigLightElectricMiningDrill
Looks cool!
I'm really new to the game. Do you have a blueprint to share for your mall design? It looks pretty cool.
The BP drive is linked in the descriptions: drive.google.com/drive/folders/0BwVHGs2mds_XRUVCekwxYnNldnc?usp=sharing :-)
I like this game but somehow always get caught up micromanaging trying to get the small details perfect and end up making very slow progress.
If my initial start position doesn't have much of one particular resource, do you route a long belt from another faraway resource patch at start then move on to trains?
My start position only has a small coal patch and I can't put 30 miners for a full belt
You shouldn't need a full belt of coal for the beginning of the game. But yes, you can route a belt long distance if you don't have trains researched yet.
@@KatherineOfSky thanks, how much would 30miners of coal will provide coal for utilities? I'm an awfully slow builder and have not really got trains up 😂
I've always put my furnaces right next to my drills, feeding them directly. Is there a good reason to have dedicated smelting facilities as you do or is it mere preference? thanks!
Added modularity for expansion. Adding more arrays is easier when they're all together and concise like this
The ratio is quite different from furnaces to mining drills. so a 1:1 feed isn't ideal. ^^ also what Techwiz mentioned.
I'm new to the game and have a question regarding the number of assembly machines needed for green science (just as an example). I would think that you would get 1 green science per second (as opposed to 2 per second) with 12 machines since they have a crafting speed of 0.5. Just curious.
I don't use the assembly machine speed in my calculations. More accurately, it is "production per CYCLE" instead of "per second"
Does anyone know how to import blueprints i only have the ones I made! Please help!!!!
I'm up to building green science packs in my run and man am I wishing id added the nanopacks mod, just so much fiddling around doing the same thing again and again
I hope the devs add early-game bots with the planned expansion.
It would be helpful, but I don't think they will. Just wouldn't make sense in the general tech progression to have building robots before you have a bunch of other basic tech. Also I am loving the mall concept, I have never made one like that before, it's super helpful.
I've noticed your railroad blueprints are no longer in your Google Drive folder. Planning to make new ones for 1.0? Any chance they'll reappear when you get to trains in this series?
They'll reappear when I have time to update them :-)
Normally, I go to my CZcams history and click on the last episode I watched and when it starts, I click on next video. I didn't notice until the end but, the next video link after episode 3 is episode 5, so I've skipped over episode 4. Did I miss anything?
You missed the entire episode 4! lol
In my factories I bus gear wheels, for sake of simplicity and aesthetics. Is there a reason to make them locally?
There's a bit of religious war about that. The only downside I can see is that you would end up with a lot of "iron" sitting on your bus in the form of gears; that might be annoying early-game, but by the time you've finished all red&green science, I don't think it'll matter that much.
I tend to make mine locally because the mall need an absolute truckload of gears, but after that, the only places gears are used is red science and engines, neither of which need much. I might be convinced otherwise if I were to split my mall into different sections.
Ma'am when a place for digging or extracting iron or coal or copper is finished, does it regenerate otherwise there would be scarcity of raw minerals. Please reply
Yours Faithfully,
Your fan and supporter.
🤗🎉🎉🎊
The map is infinite: you just go and find a new deposit.
@@KatherineOfSky oh thats nice. More travelling=more trains🤡🎊🎉
12:00 inserter is wrongly directed (form beltmaker to gearmaker instead otherwise). The suffering is real.
Thank goodness the suffering was only momentary :P
wow
Do you have updated blueprints for 1.0?
Yes, they're in my google drive
I’m new to factorio so excuse the probably stupid question, but why would you use normal inserters instead of fast inserters?
Fast inserters use more electricity and they're more expensive to construct, so I like to use regular inserters because they are more than adequate for the job .
KatherineOfSky thanks very much for the info
pasting the blueprint over the top of the mall to add the upgrades does not work for me, keeps saying transport belt is in the way
You need to upgrade things first with the Upgrade Planner, or you can shift click to paste without upgrading
@@KatherineOfSky worked like a charm, much obliged!
Can you send me the copy of the red science build? Bc i didn't know i need to copy it and paste it
You don't need to copy and paste anything. Design your own: it's much more fun! :-)
Hello. I have the latest version 1.1.107 and I am not able to import blueprints. Am I missing a step. Would appreciate any help on this. Thanks
What is the issue? On what step are you not able to succeed?
@@KatherineOfSky from previous versions there was an import blueprint button. With the new version there is nothing that allows you to import. I have tried to cut and past the txt file and that is nit working either
@@leemeador2789 If you haven't reached robots yet, it may not be on teh bar... but you ccan proababy force the icon onto the Quick Bar by clicking on the settings icon. I have no idea why the Import button is no longer on the BP interface (makes no sense to me), but they moved it...
Hello KoS!
That's it, just wanted to say hi
Hi!
people help, I have instaled nanobots and work fine in one game started 2 days. I start yesterday new game (not continued previous) and nanobots dont work. Can you explain me why ?
Did you get it fixed? If not please come to discord
@@KatherineOfSky tab buton... Somehow I clixk it and it wa on pistol not nanobots. Thx a lot for tutorial
noooooooooooo it's over!
We'll have one tomorrow too!
KOS! Pleasepleasepleaseplease add the “Disco Science” mod! It does absolutely nothing (gameplay-wise), but it makes the labs change colour based on what science is in them!
That's a really nice mod. But I'm trying to keep this playthrough as vanilla as possible
Fair enough, just thought you’d appreciate the hypnotising lights.
Happily anticipating next episode while I wait for my replacement laptop to arrive! 💙🖤💙
The Bus Train! That was Megabase 1. I put a train along my bus for several playthroughs after I watched/learned that! Coincidentally (or perhaps not), that was the series that brought me to the Discord over 2.5 years ago!
I was thinking of the Ribbon World series! (I need to look up Megabase 1 and see what I did there...) I'm so happy that train brought you into the community! You are awesome! :-)
I don’t think I ever went back and watched your ribbon world series. By the time Megabase 1 ended, 0.16 had come out so other 0.15 (and especially 0.14) content was a little out of date, and you were generating enough content to keep me busy enough 😆
I think you have a mistake on the west end of your green circuit array.
I fix it in the next episode
There's a bottleneck mod that shows better when things have stopped running.
That's not a mod I enjoy, and it also impacts UPS significantly.
Can we access your blue prints? I want your malls pretty pleeeeease
she has a link in her description to her Google drive that contains the blue prints
The BP drive is linked in the descriptions: drive.google.com/drive/folders/0BwVHGs2mds_XRUVCekwxYnNldnc?usp=sharing
Enjoy!
First
Came here to see thingy-majingies built and Holly Fuzzy Cats worshiped but got none of it. Disappointing, KoS, very disappointing.