[YouTube] FishSandwich's Factorio playthroughs

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FishSandwich
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

What's up guys, part 10 of my "Hard Mode" playthrough is up, where we start cracking heavy/light oil into much needed petroleum.

Cracking Heavy to Light to Petroleum! - Factorio 0.10.1 "Hard Mode" #10

And of course, part 7 of my F-MOD mod playthrough is out. ;D

Avoiding Oil! - Factorio 0.10.1 F-MOD #7
Marconos
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Re: FishSandwich's Factorio playthroughs

Post by Marconos »

All caught up on your hard mode man. It's getting there. Wondering why you aren't cracking your oil itself -vs- standard processing?

Enjoying the series.
FishSandwich
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

Marconos wrote:All caught up on your hard mode man. It's getting there. Enjoying the series.
Thankyou!
Marconos wrote:Wondering why you aren't cracking your oil itself -vs- standard processing?
What do you mean?
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

So guys, part 11 of my "Hard Mode" playthrough is up, where we automate production of flying robot frames so we can finally automate repairs!

Automating Repairs! - Factorio 0.10.2 "Hard Mode" #11

Also part 8 of F-MOD mod playthrough is out. ;D

Finally, Oil! - Factorio 0.10.2 F-MOD #8
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Re: FishSandwich's Factorio playthroughs

Post by Marconos »

Fish, the play through feels easy for you as it's early on. It gets harder. Also you are using laser turrets, those things are just OP lol :twisted:
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Re: FishSandwich's Factorio playthroughs

Post by Redominus »

Middle mouse button to set filter in hotbar and train wagons.
FishSandwich
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

Redominus wrote:Middle mouse button to set filter in hotbar and train wagons.
Thanks. ;D

Guys. Part 12 of my "Hard Mode" playthrough is up, where we go on the offensive and start wiping out some biter nests!

Attacking Biter Nests! - Factorio 0.10.2 "Hard Mode" #12

Also, part 9 of my F-MOD mod playthrough is out. ;D

So, Batteries! - Factorio 0.10.2 F-MOD #9
FishSandwich
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

Guys. Part 13 of my "Hard Mode" playthrough is up.

Finally, Medium Biters! - Factorio 0.10.2 "Hard Mode" #13

Also, part 10 of my F-MOD mod playthrough is up!

Wibbly Wobbly Belts! - Factorio 0.10.2 F-MOD #10
FishSandwich
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

Sup guys. Part 14 of my "Hard Mode" playthrough is up!

Coal Shortages! - Factorio 0.10.2 "Hard Mode" #14

Also, part 11 of my F-MOD mod playthrough is up!

Shortage of Petroleum! - Factorio 0.10.2 F-MOD #11
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Re: FishSandwich's Factorio playthroughs

Post by ketil »

These replays are a lot of fun. I really enjoy them.

I see one trick that would be useful. When you join two resources on one belt you always build one belt behind before you join in, even if you must think a lot to figure out how to do this. If you join belt from only one side then you need that belt to avoid a turn, but if you join from both sides you can skip that belt behind.

Towards the end of video 12 of F-mod playthrough you talked about a major redesign before you moved a few belts 1 tile to the right. You could just as well have removed that belt behind and added it back joining in from the other direction.

I have a picture below. This join 2 resources in a spot where you can't build that belt behind and it still works because it joins from both directions.
Image
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

ketil wrote:These replays are a lot of fun. I really enjoy them.
Thanks. :)
ketil wrote:I see one trick that would be useful. When you join two resources on one belt you always build one belt behind before you join in, even if you must think a lot to figure out how to do this. If you join belt from only one side then you need that belt to avoid a turn, but if you join from both sides you can skip that belt behind. I have a picture below. This join 2 resources in a spot where you can't build that belt behind and it still works because it joins from both directions.
Image
This is a good trick, thankyou. I'll try to use it more often in future.
ketil wrote:Towards the end of video 12 of F-mod playthrough you talked about a major redesign before you moved a few belts 1 tile to the right. You could just as well have removed that belt behind and added it back joining in from the other direction.
The reason I had to move them over is because my pipes for heavy oil would be going there, I probably should've explained that when I was doing it. You'll see what I mean when the next F-MOD episode comes out later today.
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

Sup guys. Part 15 of my "Hard Mode" playthrough is up!

More Circuits! More Blue! - Factorio 0.10.2 "Hard Mode" #15

Also, part 12 of my F-MOD mod playthrough is up!

Them Blue Science! - Factorio 0.10.2 F-MOD #12
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Re: FishSandwich's Factorio playthroughs

Post by Redominus »

Hi FishSnadwich, I am really enjoying your Hard Mode LP. I have a few suggestions:

I think you should change the plastic provider chest using it as a buffer for one of the old Adv. Chip factories. Saving one inserter and a bit o power draw from the network. Pic Attached.
Also i think you should centralize copper smelting beacause you need more output and you can't fully cover the copper patch with your actual setup. Moreover you have another copper patch near that can benefit from a centralized smelting setup.
Finally you can make use of the blueprints to setup in no time electric smelting lines outside any metal patch.
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FishSandwich
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

Redominus wrote:Hi FishSnadwich, I am really enjoying your Hard Mode LP.
Thankyou. :)
Redominus wrote:I think you should change the plastic provider chest using it as a buffer for one of the old Adv. Chip factories. Saving one inserter and a bit o power draw from the network.
That's a really good idea, thankyou!

Great tips. :)
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

Sup guys, so part 16 of my "Hard Mode" playthrough is up.

Some Redesign, Some Expand! - Factorio 0.10.2 "Hard Mode" #16

Also, part 13 of my F-MOD mod playthrough is up.

Petroleum Gas Overflow! - Factorio 0.10.2 F-MOD #13

Thanks for watching.
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Re: FishSandwich's Factorio playthroughs

Post by ketil »

In "hard mode" episode 16 you talk about a bottleneck with the copper where it goes to only one side of the belt. If you replace the belt where they merge with a faster belt then you can transport more copper on that belt and rely less on the roboport chest you talked about. You can still do both though. I would go fast belt just long enough that half the copper has been consumed and then continue with the slower belt again. I would also try getting as much of the copper as possible left towards the existing copper belt if the faster belt resolves the bottleneck. Maybe add to provider chest with an inserter, then insert it from that provider chest on to the belt. If the belt is full then it will stay in the chest, but if the belt has more space left then it goes to the belt. I look forward to see how you solve this issue :)
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

Thanks, I will try the fast belt and see what happens, but I believe that the provider/requester chests will be necessary. :)
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

Sup, so part 17 of my "Hard Mode" playthrough is up!

Stone Shortage! - Factorio 0.10.2 "Hard Mode" #17

Also, part 14 of my F-MOD mod playthrough is up!

Iron Plate Overkill! - Factorio 0.10.2 F-MOD #14

Thanks for watching.
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Re: FishSandwich's Factorio playthroughs

Post by FishSandwich »

What's happening guys, so part 18 of my "Hard Mode" playthrough is up!

Expanding to Solid Fuel! - Factorio 0.10.3 "Hard Mode" #18

Also, part 15 of my F-MOD mod playthrough is up!

Concerning Copper Supply! - Factorio 0.10.3 F-MOD #15

Thanks for watching.
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Re: FishSandwich's Factorio playthroughs

Post by Redominus »

Be carefull with you coal situation you need the coal for plastics->Adv. Circuits and explosives, grenades and some capsules. Maybe closing the west area north of the new oil expansion and setting up some solar panels to save some coal during the day could help.
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