This 3,000-hour project is a definitive study in logistical discipline, proving that peak efficiency is achieved through the relentless refinement of interconnected systems. It elevates Factorio from a mere game to a rigorous exercise in industrial architecture and systematic scaling.
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Deep Dive
Bigfoot Tours NaptasticAdded:
Hello and welcome to a video idea from a good couple of years ago now. I haven't really done one of these tour videos for some time. And not just a video idea from yesterday year, but also a factory from yesterday year. Uh the factory we're going to be looking at today is in old prespace age factorial. Proper proper old school.
And it's a big guy. It's a big chap. Um, in the in the previous videos I made isve, I've I've come up with some kind of intro to give you, you know, an idea of the factory that we're going to be looking at. But for this one, I'm just going to show you one number. This is this is the number that I'm confronted with when I try and load this map. And I am told that it is lowalled, that there has been some socalled save scuming going on, and that this number isn't even accurate. It's it's less than what the actual true number is. So, that's it. That's the intro. Um, let's get cracking with the tour. Uh, let's invite the the the facto's creator on board and and let's get cracking.
>> I'm all right. How are you?
>> I'm Yeah, I'm good. I'm good. Um, so we're all good to go, I think.
>> Okay, good. My voice uh feels a little bit tired now that I'm speaking, but it should warm up uh you know, pretty quickly. I had few cups of coffee this morning.
>> Definitely going to help.
Yep.
>> All right. Recording. Um, let's let's go in.
So, I mean, as an intro to the factory, I mean, when you started out on this journey, did you have like a particular target in mind or, you know, was there something you were aiming towards when you got going or did it just kind of grow?
>> It it pretty much just grew. Um, someplace in the back of my mind I nebulously thought um 10,000 science per minute, but um this base has grown so slowly. Um that it it's just been unachievable for years or that has seemed unachievable for years. Uh, I hung out at a thousand and then 2,000 and then 4,000 and then 6,000 then 9,000 for the longest time, >> but never quite.
>> Most of what I've been playing with is just how do I make things faster? Um, how do I how do I get the duty cycle of every machine closer to 100%.
Um, and that's not quite the same as making science faster.
Well, I suppose you're also when you get to that sort of limit, you're not just it's not just a factory, you're also managing the computer and the the UPS as well.
>> Oh, yeah. Well, and that also became a problem. Um, and power like I've had to alter the way the power works. So, all of the nuclear uh reactors are full all the time. There's no circuitry controlling putting fuel in. It just puts the fuel in. So, I'm wasting a lot of nuclear fuel and I don't care because I'm sick of having the the brownouts.
Um, >> what do they not did the circuits not work?
Um, they would when I got to 100% utilization, for some reason they would back off and uh turn themselves down to like 85% production and then I would have low power until I turned something off and then the demand would come down and then the production would go back up and then I could turn whatever I had turned off back on.
Um, and I don't know why it did that and I didn't understand the circuit well enough to try to troubleshoot it. So, I just >> You just fed the nuclear.
>> Yeah, fair enough. I mean, I mean, once you get a certain point, it doesn't you probably got too much nuclear fuel, >> right?
>> You know, if you're using it, then who cares?
>> I have five different uh ore fields, five different uranium fields that I'm sourcing from. I'm not about to run out.
So, Yep. So, there's maximum go for you.
>> Right. Okay. So, you've got a box here for me.
>> Yeah. I didn't know what would be most useful.
>> I mean, I've spawned into the I've spawned into the game with a power armor.
>> Oh, >> I've already I'm Well, I'm I'm set up as you, aren't I? It's your map.
>> Yeah. Yeah. Yeah. Okay. You're set up as me. Feel free to make whatever changes you like. I don't usually use the spider trident. I usually ride around in a train. Um, but the spiderron's there if you want it and it's got three exos in it, but I don't know if that actually makes them faster.
>> It Yeah, I mean Oh, wow.
It's kind of painful.
>> Yeah. Well, we're running at what, 26 UPS or whatever. Yeah, it's >> okay. Um, so I mean the the map is is a beast.
Thank you.
>> The map is an absolute beast. I mean, is there an overall plan or did it just come together bit by bit?
>> So, if you um it'll be more obvious if you turn off Yep. And then turn off the robo ports and Yeah. This is um there was not a master plan when I started. Um I've made several attempts at this is the main bus. I promise.
And the first one is directly south of where you're standing. Uh and um >> wow, >> this it went through a few different iterations before I arrived at this, which I hate and I want to replace, but I haven't gotten around to it. Um but using logistics bots to load up the bus, um it's effective, but it stresses me out to look at it.
>> Yeah, I mean, it's a topic. It's a subject. I've never really tried to push the bots all that hard, you know. I' It's not something I've never tried.
I've just relied on the on the belts to do the job to be honest.
>> Yeah, that really is a better way to do things. Um but there is a point where the you need the added throughput um from the bots. Um because there's no limit to how many bots can be working on a chest at the same time. U yeah but it's just I like belts and loaders so much better now that I've had a lot more hours with them.
>> Yeah, loaders are not loaders are a nice addition, but they they Yeah, they they tend to be considered a bit of a cheat.
And to be honest, in my space age run, my last space age run, I had loaders, and I haven't got loaders in this space age run. And the difference is is marked like the how we stack and move things around is much much easier with loaders because you can just load it into a box and then stack it out of the box. But when you don't have the loaders stack getting enough stuff into the box, you know, which is just a single tile thing is a lot more difficult. Um yeah, loaders are they make things a lot more simple.
>> Yep.
>> So So what we're look where I am right now, this is the main bus. I mean, it doesn't feel like very much resources for for 9,000 SPM.
>> I should say this was the first main bus.
>> Okay.
>> Um, and it has evolved. There are still models on it, which is most of why you keep it around, but I did, you know, at one point it was the only source for one of the sciences, at least one of the sciences. So >> then >> so these sciences that we can see to my right these aren't the sciences that the base is using or these these are these are the main sciences.
>> Those are um let's see some of them are set up as primary and some of them are set up as secondary and I don't remember which are which but uh you can see all the labs there and then to the north of the labs there are the buffer chests for the sciences. So I mean define primary science and secondary science for me.
>> So there's a whole bunch of science.
Most of the science that's coming in here is coming in by train and then the gaps are filled in by um the stuff that's on this local bus.
>> Okay.
>> Uh except some of them are set up the other way. So what gets produced here gets used first and what gets brought in by train gets used last. And I don't remember which ones have if that makes sense.
>> So I'm assuming that the the the science that we got here is probably the what the the first one that you made and then you added other bits as you went along.
>> Pretty much.
>> Yeah.
>> Um and you can see like as you travel out from the bus towards the edge the increasing desperation of I want to get more and more out of this line of science. Please, please God, help me get more out of this line of science.
>> I mean, were you doing were you doing calculations? Did you have like factory?
You haven't got factory planner running.
So, how are you ratioing all of this?
>> Um, alt x. Uh, unless it's been rebound, it shouldn't be rebound, but if you push alt x, it'll bring up a planner.
>> Right.
>> And then >> Oh, right.
>> Yeah. Go over Yeah.
>> Oh, okay.
So, when we get to the fluid buses, that's where this really shined and uh helped me get things um balanced to where I was happy with them. And the duty cycle on the fluid uh machinery is uh makes me pretty happy.
>> So, where would we be running for that?
>> So, the fluid there are fluid buses all over the place now.
We could probably do it do it from map view, couldn't we? Yeah, I mean, we don't necessarily have to run. Okay, this is a better way of doing things.
All right, so where are we at the moment? Um, >> so that's that's called the Galleria area. Um, let's see. So, the main fluid bus, do you see over towards the left?
>> I can't see where I am. Am I where am I?
>> Uh, let's see. You are We're so zoomed out that >> Yep.
>> Ah, yeah. Right. We're down here, aren't we?
>> Here we go. There we go. All right.
Bingo. So, how many >> This is all >> one one thing that I remember from our discussions way back when was that there was talk of numbers of trains. How many trains was it that we had on here?
>> Oh. Uh, push. Oh, pull open the window.
worth 1330.
Not all of them are active. There are a few that um um you know, you can scroll through the programs on the left and you can see there are a couple that are in, you know, they have programs that just don't take them anywhere, but almost all of them are running just running ingredients back and forth.
Um, almost all of them are waiting in line or on their way with materials someplace.
>> It's just chaos. I don't know how you manage this in your mind. Like if something goes like if something goes wrong like not not not just fixing it, but how do you even find it if it's you know it just blows my mind.
Well, um, honestly, if, uh, if the UPS gets really high, then I know something's wrong. So, I check production and whatever ingredient is not behaving correctly, then I know that subnet of the of the train network has a problem or one of the ingredients going in has a problem. But the way the train network is set up, the state of the entire base for an ingredient is reflected in in how the train network is behaving.
>> Right. So if if you've got like a green circuit green circuit shortage, it will show you in the trains.
>> Yeah. The way it'll show up is instead of having uh right right now trains will go to the green circuit factory, fill up and just wait there for a while. Um and if you're running a shortage situation, then it'll be the other way. They'll be at a drop off station and they'll have to sit there and wait for station to have an open slot.
>> And so you can see that pretty easily.
>> Yeah. Yeah. If the train sat at what the particular station that you don't want it to be, then you know that it's cuz you got nowhere to go. I gotcha. All right. That's still a lot of trains to just manage just to see, you know.
>> Well, um, so here is one of the fluid buses. Um, I think this is the third or fourth one that I built once I figured out, you know, how I was, you know, the paradigm for the fluid um, barrel bus.
>> Oh, yeah. The barrels. We had a conversation about barrels, didn't we? I remember now.
>> We did. Um, and this is there's a screenshot that I post every once in a while just to scare people of this. This depot is the first one that I converted to a barrel bus. This is the one that originally all of those belts were over on the right hand side of all of the chemical plants. And it was Can I say it was a [ __ ] show?
>> Okay. Yeah, of course. because it it was a disaster. Um I had chemical plants on both sides of the barrel bus. Um and they were symmetrical so it was almost impossible to build. But I learned so much from that experience. Um and binding up and deadlocking the barrel bus so many times.
>> But so from my from my perspective, the barrel conversation wasn't all that long ago, wasn't it? I mean 6 8 months ago maybe.
>> That sounds about right.
>> Yeah. And but this this map has been going for a lot longer than that. So that so that change from a piped network to a barreled network that must have been quite a big change.
>> Uh massive. Yeah. Um I just I built trying to remember what order I built them in. So, I built the experimental version of this first and then I think the next barrel bus that I built was the um it's just advanced refining and it's the leftmost.
Let's see. It's like three two depots to the left of where we are now.
>> Oh, >> and there it is. Yeah. So, that's the barrel bus for all of the advanced refining for the base. Uh well, not quite all of it. Almost all of it.
So yeah, >> there is a >> No, no. I'm just I'm just trying to follow what's going on here. So the barrels, how are you measuring where where are you storing? Oh, are you just storing them in a couple of chests? So you must have the level of barrels in the system like worked out or regulated in in some way.
>> Yeah. So there's all of this buffering capacity. Um, every train I think every train has its own uh buffer. And then there's an extra buffer that I put in.
I think I put in an extra buffer someplace because it just needed more buffering. Um, and then I mean when I did barrels like there was a certain number of barrels in the system where the system worked really really well. And if you did had less barrels than that then you got you didn't get enough throughput. And if you did if you had more barrels than that, then it blocked up and jammed.
>> Okay, so let me show you the secret that that made this all work. The flux capacitor.
So go left to where the barrel bus turns north.
>> Yeah.
>> And then go north a little bit, but to where there it is right there. are this >> that big that that machine right there takes barrels away from any place that wants to be a barrel sink and puts them any place that wants to be a barrel source.
>> Okay?
>> And um >> it only makes sense to have it in the middle. So conceptually there's the north side of this has to be all chemical plants and the south side of this has to be all train stations. You can't put a train station on the north of this or >> Yeah. Yeah. Yeah. This is like the the the center point, the fulcrum of the two systems and how they interact.
>> Yep. Exactly. And being able to reverse things here means uh the north, let's see, the northbound lanes >> on the right hand side of the empty barrel bus want to be full all the time in order to feed the chemical plants or Yeah. in order to feed the chemical plants to the north.
>> So, but this this is what this is this is but what we're looking at right now is dealing with stuff coming from the north going south there. So, is there another one for barrels going in the other direction?
>> Oh, no. That's both directions you're looking at right there. You see how >> Oh, I see. Oh, yeah. Yeah, yeah, yeah.
I've got you.
>> Yep.
>> Ah, if there are more northbound barrels than we need, it turns them around and says go south. We need >> south. Gotcha. So this this hasn't this hasn't like jammed up at any point then.
This has worked out just fine.
>> If there are too many barrels, it'll jam, but this makes it so that there's a lot more.
>> Well, yeah, it's the whole system rather than individual lanes. Yeah. Yeah. Yeah.
Gotcha. Okay.
>> Now, it is possible for individual lanes to bind up, but if that happens, that's exactly the same thing as the refineries getting backed up or the trains getting backed up.
>> Yeah. Oh, >> as long as there's barrels there for them to pick it up, then if if it can't put it on the belt to return it, it means you're full.
>> So, I mean, you got the automatic stop just in the same way that it was if if it was in a pipe.
>> So, we we didn't finish my conversation about calculations. So, you've been doing all of this from rate calculator just by dragging over the the machines.
>> Yeah. Well, if you look at So, you use rate calculator. Um, these machines are kind of hard to figure out, but if you use rate calculator and take one uh Yeah.
>> So, but this wouldn't be enough. This wouldn't be enough information for me. I feel like there's there's more more information required here.
>> Okay. So, now do a drag that includes um Okay. Oh, wait. One more assembler.
There you go. Look at that.
>> So um I don't know how to explain this effect.
>> No, no, no, no, no, no. I mean, if if it works for you, then that's really all that matter. That's all I'm asking. You know, when I back in the day when I was doing Angel and Bob, I was doing all of this by hand because I I don't think there was a mod or there wasn't a good mod or I tried a few and I couldn't get them to I could so I was doing it all by hand. So I was just curious you know back back cuz that is a that is a question you know if you once you reach a certain scale you've got to start looking at the numbers because you can start find you start you can do work that's completely pointless you know it >> oh absolutely you know >> you can build huge factories that just sit >> yeah yeah yeah >> just >> pointless you know and and understanding the ratios between the different processes that's really so I was just interested in how you got there I mean I this feels a bit prehistoric and primitive for me, but if it works for you, I mean, did >> Well, so here's the the workflow that I normally use is I I take the inputs, which would be >> uh let's see, the water and >> Yeah. Yeah. Yeah. the ingredients.
>> And I would do those just all over those by themselves and find out, okay, how many per second?
>> Okay, great. And then make the column of refineries long enough to match, you know, whichever of those is going to be my rate limiter. and then find out how many per second of heavy oil, light oil, petroleum, gas, and then whichever one of those is the is the uh limiting factor make sure that my barreling system can keep up with that.
>> Yeah.
>> Uh and that's why the pipes on the right hand side where the light oil and petroleum gas get barreled, that's why they're kind of a [ __ ] show, too.
But they do work and they do keep up with everything. Yeah, I mean again job job done. I mean really that's all that matters, isn't it? I mean we we all I mean I mean this this is the principal reason why I like my flow control pipes is because everything becomes a whole lot neater.
>> Um but if you you know really it's just got to get the job done ultimately.
That's all it has got to do. Um so if it's doing the job fine. I just it feels like a lot of work doing it through that system. But maybe maybe maybe you've just you've developed your own way of working with it, >> you know.
>> Well, persistence to it.
>> Yeah.
>> Lots of copy lots of copy paste. Um lots of >> um it actually feels pretty good once you get used to it because uh for the simple reason that pipes feel so awful.
>> Yeah.
>> In 1.0.
>> They they are Yeah, they are horrific.
Again, I had my own issues with them in Angel and Bob. They And in mods, >> it's just such high flows >> now.
>> Yeah.
>> Uh is a place where I gave up on instorters.
>> I mean, that's okay.
>> Yeah.
>> Did you need that many solar solar panels then?
>> I was just having trouble getting enough satellites built.
>> Oh, yes, of course. We're going back in time, aren't we, to Old Factorio. So, we've got satellites with uh rocket control units. Wow.
>> Yep. Yep. And just for making rocket control units.
>> You I forget these things exist so quickly.
>> Yeah. And that that's fine. How's it going, Phil?
>> Hello.
>> Hello, Phil. How's it going, mate?
>> Good. Good. The usual.
So, the area that you're hovering over, this neighborhood is called Piss Factory. Um, and you can see why right there.
>> It's your yellow science.
>> Yeah. Um, yellow science was really one of the I don't remember where I was stuck. I think I was at 6 and a half thousand per second and I was limited by yellow science and I had stretched the the main bus Yellow Science as far as it could possibly go. I was like, "Okay, I have to build a depot that takes at least seven ingredients and it has to create this big wide bus that's just to your left and then it has to >> Yeah. Like I have to build this brand new bus and a brand new factory just to get more yellow science and then set up a return trip for the yellow science."
Um, which by the way also carries the satellites back. Um, that's one of the two, three, I think I have three multi-ingredient systems. Um, and that's one of them. But all of this yellow science goes back by train.
>> What do you mean multi-ingredient system?
>> Um, when you were looking at the train programs, you noticed they're all one ingredient.
>> Yeah.
>> Yeah. Scroll way down.
All right.
Yep. Those are the three. Oh, sorry. I guess there were four multi-ingredient because the >> Right. Yeah. Yeah. Yeah. I've got you.
>> Right. So, you're putting like multiple things on the train.
>> Yeah. And uh for a long time I had a pretty sophisticated set of uh conditions that worked really well and then I found out that there's an edge case that you can't possibly get around.
By the way, this depot goes both directions.
>> What do you mean both directions?
Oh, you got uh Oh. Oh, man.
I again I have faint I have a faint memory of you sending me a diagram of a train versus a super collider.
I did you not did did this do you not have collisions? I mean >> no and it's all completely safe. This will never deadlock it. It's all you know chain in rail out. It's all correct.
>> Yeah. This is God's train network.
>> I mean zoom back out so we can see the whole network again. Like it it it doesn't even show the circuits or the the rail lights once you zoom far enough out to see the whole thing.
>> Yeah.
>> Is this same factory had that convoluted barrel delivery system?
>> Yeah, we've just been talking about barrels. Um, >> this is actually the most recent depot that I've built. Still need to put concrete under it.
>> Okay.
>> But this one's pretty cool because there's an iron patch and a copper patch right next to the depot which I'm mining. Uh, and then they go into those smelters um below the depot which just take eight super red lanes of and directly convert them into plates, right?
>> Yeah.
>> So, um, it doesn't quite work out to 180 plates per second per lane, but it's pretty close. It's 170ome copper plates or iron plates per lane.
And that's the primary feed for the green circuit board production which is to the left of uh where you are now.
It's all of those columns.
>> Jesus.
>> I just noticed the real cursed thing is the UPS.
>> Oh yeah. Yeah. Yeah. Yeah. I mean there's a reason Phil why we're we're wandering around in map view and it's because this is how fast I can run >> with exoskeletons.
Have Have you ever tried uh um doing that thing? I don't know if there's a phrase for it, but setting all the insertters to be based on the circuit network individually so that way they run in multiore rather than just one core by default.
>> Um I never have. I've heard that that's possible. It's apparently the case because apparently the circuit network is multiore and if you have them just, you know, just do like a very basic internal check and that sets it to the circuit network and that's allows multiore and can save you a lot of UPS apparently because it seems insertters take up the most UPS because they're the most abundant building.
>> Yeah, that's what I heard. Yeah, >> they definitely are. Um, and you can see every single train um I think every single train in the base is using loaders now. Yeah, but no ins there. But there's But insertters are still the biggest part.
>> I mean, isn't a loader just two insertters anyway? Isn't that what I heard?
>> Specific mod. It's a specific mod.
>> Not Oh, right. Not these in these loaders.
>> No, that mod wasn't made off of these loaders.
>> Oh, right. Okay. Gotcha.
>> Yeah, the vanilla loaders are very UPS friendly.
>> I mean, you say vanilla vanilla loaders like they're like they're in the game.
>> Well, those are the actual loaders in the game he's using. Yeah, you have to go into the editor. Um, or the other way to get them is an infinity chest.
>> Well, is it like a legacy?
>> Yeah, they're official blue bloaters, but they're not like in the game proper >> like from a from a leg.
Okay.
>> That's why they also kind of look debuggy. They don't look like >> Yeah. Yeah. Yeah. Yeah. Well, I just assumed it was the mod. I just assumed that was what the mod person wanted them to look like. But you now that you mention it, >> I mean they are very simple, aren't they?
>> Yeah.
>> Yeah. Bas uh the AI loaders are basically those just with a bit with a shorter and more fancy detail.
>> Yeah. Yeah. Yeah. Yeah. But I think phys mechanically from a coding perspective, the AI ones are just two inserters like they have the same >> No, that's a that's a very specific mod.
This where the loaders kind of look like boxes. The AO is literally just the one with loaders that are >> Oh, well, I don't know where I've heard that then. Okay, fair enough.
>> I'm looking forward to playing.
>> You probably heard you probably heard it from me complaining about one of the loader mods that people used to reference for to put in the in PI saves and it turns out it was literally just two super sped up insertions.
>> Yeah, that's what Yeah, that's what I thought. Yeah.
Now, I do know that legendary st Yeah, legendary stack inserters in Factorio 2 in space age can fill a turbo belt. So, from my perspective, that's good enough.
And I'm not sure if I'm ever going to want vanilla loaders in 2.0 in space age, but we we'll find out when I once I start getting it. Well, I you said that to me when we were talking about the multiplayer not long ago, and I thought, well, it can only do half of a belt, can't it? Legendary sack and it can only do half of a belt. Couldn't do full belt.
>> Um, when I tested >> mechanism numbers, I guess >> when I was, let's see, I tested it with iron plates and copper plates, and it was taking entire belts um and putting them into the train. Um, unloading.
>> Oh, I see.
>> Did I actually test unloading?
>> If you if it matches up the number for the belts, the throughput, then uh you just use like a lane balancer and it should load a full belt probably.
>> Yeah, the hand can only drop it on one.
Yeah, I don't know.
>> I need a lane balancer.
>> Yeah. I mean, the thing is I'm just getting to that point where these sorts of decisions are going to be important.
you know, I'm going to have cargo bays and they're going to be being loaded with science and I'm going to need to somehow get them out. I mean, I think the inevitable they're going to have to come out with robots really at the end of the day.
>> Yeah. I I just remember what the solution is what you said. It's when you have it uh unload on a splitter and then it unloads two lanes at the same time.
>> Okay.
>> Oh, yeah. Yeah.
>> We're getting way off topic.
>> Yeah.
So, I mean, any areas here that you want any me to have a look at particularly specifically? I mean, this is what I was looking at before. So, it feels like you've got like a little area here to make blue conveyor belts just dumped between like engines and flying robot frames. I mean, was there a reason for >> Yeah, I just I needed Let's see. This was when Yes. So, the higher tier belts are pretty expensive and okay, I was this was when I was first upgrading the the main green circuit board factory to have teal belts. Those go 270 items per second. and they want so much um so many gears and so many um you know they're they're like the other um logistics components. They want the lower tiers as part of their recipe. So I just kind of built another factory and put them in the logistics network. I was like I need thousands of these right now to make to do this upgrade.
So it was just wherever it was convenient at at that moment.
>> Yeah.
>> Yeah. Fair enough.
>> Probably like I I think you can see the paradigm here. Uh lots of small trains and no buffering between depots like we are actually streaming the the contents of or the output of one depot to the input of another depot. There are no buffering chests anywhere.
There might be some buffering chests somewhere, but I don't think there are.
>> Well, I mean, the system's just going to naturally buffer, though, isn't it? I mean, you don't necessarily need specific buffer chests for it to buffer itself.
>> No, there's a tiny amount of buffering built into the belts and the trains themselves and the delay of the trains getting to where they're going. So, um, go one more depot to the right.
>> Yeah.
>> And go up a little bit. Do you see the Yep. North of where you are. That right there. Um, for a while, yeah, for a short while I thought, "Oh, I'm going to build one of these for every depot." But what you can see here is how much um I can't show I didn't I couldn't figure out a good way to show how much is in a train. It would be really cool to show the trains filling or unfilling here.
But what I am able to show is how much uh bandwidth is being consumed for an individual train. And then on the left the larger bars are how much uh how many items per second are going across this uh segment of the bus.
And this is the huge bus that I had to upgrade and built an extra mall just to build the higher tier belts for it.
Um, >> so this is like, so have you got So this is just detecting what's going on here.
>> This isn't like the whole factory. Okay.
>> So you notice that all of those columns have letters on the top of them.
>> Yeah.
>> Okay. So start scrolling down and the train stations um are labeled >> Oh, yeah.
>> ABCDE.
>> Yeah. Yeah. Yeah. So, the reason that they're staggered the way they are, uh, the letters are in such a weird order is because they're in, uh, they're in reverse order of how they're connected to the bus.
So, if I had all of the um I did some experiments with input priorities and I had the input priorities set to the farthest trains and the nearest trains and the default trains and whatever and tried out all these different combinations and I could use that uh dashboard that I built to see how it was affecting the the flow from the individual trains.
What I figured out is that setting any preference at all causes some train uh stations to get starved. So, they all just it's kind of a free-for-all.
>> So, this this this panel that we're looking at, what do we want the light to be? Is there like an ideal number where it needs to be and then below that it's not good and above that it's or what what's the or is there a capacity? I mean, >> so if Okay, so the the capacity of this bus is 4,320 items per second.
>> Okay.
>> Um, and you can see that green circuits coming back from the factory and going to the trains are 100% they're going all the way right now.
>> And if you look at the individual trains, there are three train Oh, now there are two trains that are being filled. The other ones are full waiting.
Yeah.
>> Yeah. Yeah. Okay.
>> So, 4320 items per second happens to be uh the exact amount of bandwidth to fill four trains. But since trains have to switch out periodically, I attach six train stations to this four train wide bus um so that there can always be a train loading while uh while the other station is switching out trains, >> right?
So, so if this is a constant number constant, it never stops, then what is it that you're actually measuring for?
>> Uh this shows me if there's a problem like if um If the base is just completely pegged, totally busy, the the green circuit bus is at 100%, the copper and iron buses are at 80% and never come down, and the first four uh circuit board trains are just going all the time, then I'm like, well, I need to add some production capacity.
>> Okay. um or if there's if one of the ingredients has no flow, then that's an indication that maybe there's something wrong with that train network or maybe I'm not producing enough iron.
>> So that that issue that I was talking about earlier, managing trains and working out whether they're kind of fulfilling their jobs. I mean, it it's on your mind clearly.
>> Yeah. Well, I I mean, I thought for a little while that I was going to build one of these for every depot, and then I would um ultimately perhaps I could build one master uh display that's uh basically the production window, and I didn't build it because I realized I was just rebuilding the production window, but that just aggregates all of the displays from across the entire base to say how much of what is flowing where.
Um, yeah.
>> Nuts.
>> Fortunately, this was a pretty brief phase. I built a few of a few little displays, but that's the only one that's really easy to understand. The rest of them were just like, "Oh, here are lights that blink.
You might notice them, but I'm not going to point them out because they're just, you know, >> well, like I like my lighting displays, don't get me wrong. you know, they're useful and I like the they >> there's there's one right there.
>> Oh, yeah.
>> Yeah. So, this is the primary red circuit board factory. It's been upgraded a few times and um I actually need to make those taller because they now exceed like the throughput of this bus now exceeds that display, >> right?
Good problems to have.
>> Yeah.
>> I mean, there's some gaps in the plastic.
>> Yeah, they get filled in.
I need to I need to make that one actually eight things wide. But see, that's why there are three plastic train stations. Um, the bus is only wide enough to accommodate two trains worth of plastic. So if I have three trains feeding it, then it'll never actually run out.
>> So yeah, you you there's always you can never quite work out what the perfect ratio is. You're never going to be able to work out like I need the same rat this certain rate set number of trains.
It's always going to be slightly above the actual number that you need or slightly below. That's what I found when I was doing big factories. It's getting the numbers just right is real tricky.
Getting, you know, the ratios just right.
Have you ever tried doing a sort of um uh the opposite thought was the opposite of parallel s a series unloader where the train stop at the very end has the highest priority but uh it only it can only hold um >> one train the last can hold all the waiting trains.
>> Let me show you a specific depot. Uh zoom way out because we're going to go to basically the middle those smelters right there are those Yeah, those electric furnaces which are taking nine uh belts. Let's see, nine super red belts and turning it into nine super blue belts. I don't remember how much this is producing per second, but this is one of the nice ones that has pretty much 100% duty cycle on all of the uh furnaces because even though it only produces one and a half trains worth of copper plates, it's connected to three uh copper plate train stations.
So, it's always loading and it's always going 100%. and watching it uh like watching the trains load and take off is I find really so you can see like how much of the bus is being utilized and the fact that we're overutilizing it a little bit in order to guarantee that production um never gets held up by anything.
And that's really the whole point of building the train network in this, you know, bizarre way is just to make sure that nothing ever has to wait for anything else. And the trains themselves have this, you know, ordered chaos. I don't like having a lot of bots flying around on the screen.
I I know you'd never guess because I did this stupid pattern for so long. I have so many bought uh networks that are just crazy like this and I've been trying to get rid of them. Um, okay. So, let me show you another depot that I'm pretty proud of for a totally different set of reasons.
>> Okay, >> zoom out some. We're going to go way north. So, this is 1620 um iron plates per second uh with three trains hooked up to both sides of it. So, um, again, nothing has to wait for anything else ever.
Um, it's possible for it to fill any of the train fill or empty any of the trains at 1,080 items per second. Uh, but the guarantee is that the 1620 items per second of the bus will get delivered to the trains as long as the base has enough demand, which is pretty much all the time.
>> Okay.
thing is I mean you you're you're kind of it it's like a cascading waterfall.
That's how I see it in my mind. Like the the bottom fills up first and then the next cast the pool above that fills up next and the next pool up above that fills up next. And as long as you can kind of cascade and they all fill the next one, then everything is good. Does that make Does that make sense?
>> You truly you truly made a river of items.
>> Yeah. Yeah. It's a cascade of waterfalls. It's Yeah. Yeah. Yeah.
>> Well, and and that's the thing. We're streaming from one bus segment to another bus segment instead of uh moving the contents of buffers around. Um which is why it feels so different. Also, this was kind of an experiment in uh loading directly to the side of the train because most of my depots, it exits the train and then whatever ingredients immediately make a 90° turn. And I said, "Well, what if can I can I put the bus in parallel with the trains, and does that help me make the pathways shorter?"
And this was as short as I could figure out how to make.
>> It's quite an elegant way of doing it.
I'll be honest. That's quite nice.
>> Thank you. Yeah, the the folding the bus over on itself took a little bit to figure out, but I'm I'm pretty proud of it.
>> I I I tend to do this coming back on myself quite a more and more these days.
It tends to open up avenues and connection options that weren't available with them just going in the same direction. Opposing flows. Opposing flows. It's so damn good. If you go northwest of where we are now, you'll see the the plastic production. That's probably 3/4 of the plastic production for the whole base.
>> So, so wait a second. You've got the B they're being the the the petroleum's being loaded onto barrels here and then the barrels are being loaded here and and that was a problem with pipes.
>> Yeah. I I just couldn't I couldn't get pipes to carry enough.
>> Wow. Or even multiple pipes.
>> Even multiple I think I had three or four and I was using like I was doing two. I wasn't using pipes. I was using like it was two um [ __ ] what's the word? It was two tanks and then a pump and then an underground and underground and two tanks and a pump and underground under and I had three of those or four of those side by side and it still wasn't enough to get the >> wow the throughput >> where they needed to go.
>> Yeah. Wow. So the um actually I think the very first experiment that I built is just to the left of here. Um yeah, that right there. I was like I'm just like I just want to try this. I just want to try moving things with >> with barrels and see what happens.
>> Oh, so you're moving it from here to and back again. Just that's all it's doing is Oh, I've got like Yeah, I got you.
Yeah, it was just uh I I just want to experiment with this technology and um I think this is the only experiment that I built before I uh did that depot and >> and committed.
>> Yeah, >> but I I I had a lot of fun with barrels.
They're an They're a really interesting system to play around with. They don't really They don't They're not They're They're fun. They give you best more things than you thought and and and they're tricky. Like they they got unusual nuances.
>> Yeah.
>> Although you were disgusted with what I did with barrels in the first multiplayer game for space.
>> What did you do with barrels? I can't remember. Phil, >> I was shipping the liquids up to my ship cuz I didn't want to make >> Oh, yeah. That is Yes, I'm still disgusted by that.
>> Wait, you were making your fuel on the ground?
>> Yes.
>> No. Uh I I I was I was I was doing the very the process that's forced to in space. That was the only process of fuel I was making cuz I was sick of the ship mechanic at the time. So I just shipped all the resources to the ship and it was him and Orwin and someone else were really disgusted by that.
>> Yeah. I I feel like sometimes Phil, you come up with ways to intentionally kind of bastardize Factorio.
Well, a couple of these barrel buses, the way that I filled them was um absolutely cheap and and horrible, and I don't blame anybody judging me for it.
The the barrel bus uh can carry so much more fluid, at least in 1.0. In 2.0, of course, the rules are totally different.
>> Yeah, they are.
>> There's no point doing any of this.
>> No.
>> Um but in 1.0, the barrel bus absolutely saved my CPU. UPS would probably be half of what it is if I had to use pipes for all of the Hang on a second. Is that a deadlock?
>> Where?
>> Over to the right. Uh up. Yeah. What's going on there? Oh, what the I think somebody just halted on the bus.
No, that train right there routed someplace where it isn't supposed to.
>> Do you see Do you see there's a there's a two wagon train in a six wagon spot?
>> Oh, this one >> that's blocking the six wagon train from going into its spot.
Oh, >> that's all right. I guess so. Oh, so is it I imagine it's trying to use this as a throughway.
>> Yeah. Yeah.
Wait a minute. Hang on a second. Uh push escape a couple of times. We need to check some settings.
Uh mod settings. Train stop penalty. Oh yeah. Yeah.
The train stop penalty is supposed to be set to 2.1 billion.
Uh oh. Is that is it like a make train stops have too much weight on path finding?
>> Yeah, basically if there is a train station on the line, do not consider it for pathing unless that's the station you're going to >> um >> they had that specific feature.
>> Oh, I see. So that's >> I had to >> I got you. So that is telling the train system that there's a massive penalty for passing through a train station to stop them from doing that. I mean to be honest that is a very that is a very annoying thing that I still get annoyed about >> to this day with trains passing through that sort of a train station in that way.
>> So I had to I had to install this mod and then I had to modify the mod because the upper limit in the mod is 2000. So I modded it increased the version number.
Um and I guess I forgot to upload that or it isn't installed. If you if you updated it to your local files, it's not going to get like registered as a mod that needs to be downloaded.
>> No, no. I he sent Knap sent me the specific mod that he's modified and I've downloaded it and installed that. So, I've got the exact mods that >> must not come with a folder for the mod settings in >> Yeah, I mean there's I mean I I have problems with the mods with the settings in Factorio of my own. So, I'm >> button to turn the clouds off.
>> Yeah, exactly. Yeah. Who knew? Who knew?
Uh yeah. So the fact that the fact that some settings would carry over and some settings wouldn't carry over, that's not a surprise to me.
>> So I'm just curious. Uh can you open the production window and let's just see if um if the base is shooting itself right now.
Um set the set the time to one hour. Um, no. That still looks I mean there's a little bit of a dip in >> it's that copper.
>> Oh, there's a dip in copper ore and there's going to be a dip in iron ore because some of the production of both of those is blocked right now.
>> Well, it doesn't matter. This is this is a map that's saved on my computer. It's not the map that the master map that's saved on your computer, isn't it?
>> It's your your map is still good.
>> Almost to fail at this point. Well, it shows that it's right on the limit, doesn't it?
>> I was saying it does show the factory is almost too big to fail at this point.
>> It needs to bail out. Yeah.
>> Um, so have you got like um a plan going forward? You can tinker with it a bit more. What's I mean surely there's going to be there's an end point eventually.
>> Um, well, the thing is I think I might be there. Ah, >> I've hit my goal of 10,000 science per minute.
>> And I have figured out a new technique for making the train network go faster or scale better.
>> Um, which is one of the things that I knew was going to stop me once I got to 10,000 or it made it really hard to get to 10,000. So there are I think four subnets now for moving coal around and one of them is basewide and the other three are just regional. It's just I want the shortest path possible between these two depots. Um, another one that I set up is a green circuit subnet that is specifically from one uh let's see the most recent green circuit depot going directly to blue circuit production and it's the highest priority lanes for both depots and it's a really short path. So creating that subnet just made it scale a lot a lot better. So, are these subnets is it like uh the trains go from the main source to a central area and the central area transfer to another train that's on its own special line? Is that it?
>> No. Subnet. Um I'm using the term subnet to describe basically a train group, but I'm not using the train groups plugin.
And this is 1.0. So, it doesn't have a concept of train groups. I just kind of um >> So what would you how would you describe how would you describe what's physically happening with this?
>> Uh well it's there's there's one shared rail fabric and then on top of that fabric I've defined you know a network in terms of the trains that are in it and the stations that that they go to.
Um, >> I mean, it's it's 1,300 trains, Phil.
Um, there's probably there's probably multiple systems at play here. Uh, multiple maybe a few bodges along the way. You know what I mean?
You once you get to this sort of level, you can't check every single train. You can't check every single thing. You've just got to assume that it's doing its job until there's a phys until you see it not doing its job, you know.
>> Yeah. I was more wondering like uh what the physical system in the game is to this uh what you refer to as a subnet to kind of prevent uh throughput issues.
>> Oh um I mean it's it's just um it's just a conceptual thing. The stations all have limits and then there are trains with a program that just go to the source pick up go to the sink drop off uh go back you know go to 10. Um, >> so we've got these six railway lines here. I mean, is each one of these railway lines a different resource?
>> Cuz because these input line, these input output train lines, they don't go to all of them. So, you've obviously designated the particular railway line as doing a job. Now, this one comes down, it only joins this one at the bottom.
>> So, >> yeah. No, it's it's just there's just a lot of traffic, so I just need a lot of lines in parallel. And um there isn't a um there isn't a specific reason for the restrictions on what uh what lanes can go where other than making sure that a train can't like repath itself six times on its way to its destination, change its mind about which route it's going to take. Did you uh did you ever have the train bus do the sort of fast lane slow lane setup where the outer lane has like a dead end connection to its stop, the inner lane has a dead end connection to like a block of stops and the most innermost lane has no dead end connections to anywhere in the back. Something like that.
>> Uh >> I mean that would be that >> I feel like that would be a nightmare pre-elevated rails though.
>> Yeah. And that's the thing I really want. Well, the point of that is to sort of not need the elevator wheel because it was something I tried I tried to figure out in one point.
>> Yeah. But if you got like two two railway lines running down the center of your factory and you're trying to get a railway line from the north onto the south, then it's got to cross and that's going to interact with that high-speed railway line. So, it's not going to be a higher speed rail line. It's have to stop.
>> What I mean what I mean what it's supposed to do is if a train is going to have an exit coming up uh within the next couple blocks, it goes to the middle lane or the outer lane. And if it has an exit coming up on that block, it just goes straight to the >> How would how would you >> how would you make that happen though?
>> By having dead end connections uh in a very deliberate way when you're making the trans.
>> Yeah.
>> So there's kind of kind of something similar to that. So let's go north um to the next six wide. Um, so all of those lanes right there are exit from this depot and then these lanes are Yeah, exactly. Those three are exit lanes.
>> Okay.
>> And then that is all trunk right there.
>> Actually, this is a good this would be a good example. If if uh in the system I was describing uh let's assume that the bottom lane of traffic was going the other direction. The bottom connection uh the to the bottom rail that'd be the only connection to the stop. the two connections from the middle and the central rail would not be there and that would force the train onto the bottom rail when it's coming to this direction and that would and that would clear up the middle rails for trains that are going long distances.
>> Yeah. So I kind of have that um take a look at the third lane from the top. It goes west and it's not possible for a train exiting the depot northbound to get onto that lane. And that's because that lane goes into this depot only. it uh it does not continue west I think.
>> Yeah. But you you're >> I'm thinking of a different boat.
>> I mean I think what Phil was describing is that you come up with a program for your trains and then you physically program that on the map with the routting of the tracks.
>> Yeah. You make it impossible to get into an exit from the central or the middle trail.
>> Well, you're going to end up with a track a train track for each train or each purpose, aren't you? Really? That's what you're No.
>> If a train doesn't have to go to a block, it stays in the central tracks.
If it has to go to a stop within a section of blocks, it stays like move the middle track depending on how you set it up. But if a train has to exit on this block, then it stays on the outer track. So basically the outer tracks are for shorter distances and the central tracks are for longer distances. So trains don't like getting away when they're traveling.
>> I get the logic that you want to try and impose, Phil, but I'm I'm imagining that actually achieving that would be very very tough.
>> That's just how I would >> Let's Let's take a look at this bus.
just kind of have a walk to the west from where we are because there are not every intersection looks like this one.
And in some places I think you're going to see >> Oh, would that like that?
>> Yeah. Yeah. Yeah. Yeah. Yeah.
>> This is it's kind of what Phil's talking about, but this is it's not a it was not a proactive thing. It was I noticed that one lane is getting backed up a lot, so I'm going to split something. Actually, yeah, this this has the extra thing I had I forgot to mention is that after the dead end turn off for the uh for the stop on an this I do I would do it on an intersection personally, but the outer rails here make a third rail to kind of recontinue it and spread the throughput.
In the design I tried, I'd only had it add a new rail on intersections still because I was doing like a sort of like a road block or like a city block system at the time. Try and figure out how to >> Yeah. I mean, this is what I would imagine you would need and then you'd need branching that that specifically match the the the direction of flow that you were trying to achieve. You know, you'd be looking that, you know, >> I just not it does not work with multi-directional rails easily at all. I was doing mon.
>> Well, no, these are monoirectional. I think the top three go left and the bottom three go right.
>> Yeah, that's what I'm saying. That works best for the system I'm describing.
>> Although although not not in not in some train stations. Some train stations go both ways for some reason. We talked about that earlier.
>> So, okay. We we I asked the question and you said that you were pretty much done with the map. So, in Factorio terms, what's next for for Nap? What's where's Napic going next?
>> He's going to play Seblog 2.0. I don't know if if Cabros really naps talk a cup of tea.
>> Oh yeah. You're not a mod player, are you?
>> Yeah.
>> Um, yeah. Not really. I'm just kind of like, let's we need to expand vanilla a little bit. That's That's >> You like You like going to the the to the edges of vanilla rather than trying overhauls.
>> Yes. Yes, very much. Well, the overhauls are all huge. I mean, even Space Age I kind of look at with a similar um My god, this is a DLC, isn't it? Yes DLC.
>> It's a It's a mental upgrade. It's it the the scape the scope and scale of Space Age is nuts in comparison to old vanilla Factorio.
>> It is absolutely nuts.
>> The core Yeah. And the core lessons are different.
>> Yeah, they are very much.
>> Yeah. Yeah, I've heard I've heard it described uh in this way and after it was described it made a lot of sense considering all the different people I've seen. But basically uh there's two kinds of people like after you beat Factorio for the first time in vanilla.
You depending on what you you want to get out of the game, you go in two directions. You go to overhauls or you go to mega basic vanilla.
>> Yeah, >> those are your two general paths.
>> Yeah. I mean I I did a bit of Angel and Bob and then I came back to vanilla and I did the Mega Base and then I started doing the big overhauls.
Yeah, I think I I don't I don't I don't think I really found a happy place for me personally. Like, do I prefer the big vanilla bases or do I prefer the big overhauls? I think sometimes there's >> I think I think I think it really comes down to if the people who once they finish the base game, do they want more mechanics or do they just want more of the game?
>> Well, yeah. I mean, that was the case in old with old with old vanilla Factorio, but in new vanilla Factorio, it's just like any the scale of any other sort of mod. Well, technically new vanilla metar is just 2.0 without space age. So, it's still kind of the same way.
>> Yeah, it's but yeah, but vanilla 2.0 without space age would be more or less what we're looking at right now, just with a couple of mods added.
>> Yeah.
>> Yeah. Whereas Space Age is, you know, what? Four extra planets.
>> Yeah. But I mean, you I I've told you this before. Uh for people who didn't already have Factorio in their in their game list, uh Space Age is just an overhaul mode they got to pay for. It's extra to the game.
>> Yeah. Well, like any other DLC, though.
>> Yeah. But I'm saying you tend to see Space Age as part of the vanilla. That's kind of what I'm getting at.
>> Oh, yeah.
>> No. No.
>> Well, I mean >> I mean I don't even consider 2.0 like I know you can have 2.0 without space age.
But I don't even consider that because who Yeah, I'm sure there are people out there.
>> That's what I mean. For people who don't own the game already, it's something you got to keep in mind when they when you tell them what vanilla is.
>> Yeah.
>> Well, yeah, but I was never really that clear on what vanilla actually was to start with.
>> Uh I I I just I just don't see what it is. The base game $35 because the DLC is an extra $35 on top of that. Oh, so in your mind, uh, vanilla is >> it's just Factorio No Space Age.
>> Yeah, because I'm I'm thinking of the perspective of someone who's never owned a game and if you tell them about the game, >> if you tell them vanilla is buying the base game and buying the DLC, they might kind of look at you funny when it's like a doubles the price.
>> I guess in my mind, when Space Age came out, vanilla spa vanilla Factorio in your mind ceased to exist. you know, the vanilla Factorio that we're talking about, it stopped existing in my mind the moment Space Age came out.
>> Yes. Because you already own Factorio and you just bought I and I played it and I'd played it to death at that point and I was ready, you know. So, yeah, I see I do see your point. And to be honest, you know, if you're just picking up Factorio to start with, Space Age is probably not the place to start. You probably do want to start off with that, you know, the space ageless Factorio because, you know, >> you don't want someone paying $60 to make the game less appealing. Well, they're going to get off they're going to go they're going to get off novice in their first spacecraft and it's and they're going to go [ __ ] what where what the hell, you know? It's the scale of it is just so much bigger. It's it difficult to Yeah.
So So that's what you're going to do now is you're going to start a space age playth through.
I think so. Um I need to get a new video card. My my Radeon died and I'm back on my Intel um card.
It held its resale value, so I can probably buy another one, but I would have to like not have a video card for a while in between. I don't know. I'm going to figure something out and uh start space age run and probably see how fast I can scale it up.
Um because I don't want to spend God, how many years? Uh, I started this game in version 0.15.
Uh, and that's too long. Like I recognize this is not healthy. That >> I mean 0.15 that's that's that's a long long long time ago.
>> Yeah. Like that was the recipes for yellow science and purple science were different. The um Let's see the map generation was different and you can see some places in the map where uh it goes very abruptly from grass to desert >> desert based somewhere around 0 like 0.7 or something like that >> and it has like at least three instances of the lands uh generation kind of just stopping and restarting a new >> Yep. Yep.
That's so funny.
>> Where the version changed and then I explored more.
>> That's so funny.
That is a chunk chunk chunk base. I mean, are you pleased? Are you pleased with it? You proud of it?
>> I am good.
>> I'm I'm happy with it. Uh I have gotten rid of the last of the infinity chests.
Um so everything here is actually sustained off of what is on the ground or in the ground.
And uh you know other than the train deadlocks that will happen because of mod settings or um like something unforeseen going wrong.
This should go just until your patches run out at 10,000 science per minute.
So, >> wait. I've just I've I've just noticed a bunch of cliffs, but nowhere else on the map.
>> Yes. Well, yes.
>> You see, original 0.18 came out.
>> There were no cliffs.
>> Explored that area and then I turned off cliffs and then I started going west.
That's so funny. That's amazing.
Right. Well, I think we're going to call it a day there, buddy. That's a really cool base, mate.
>> Thanks. I'm glad you enjoyed it. I I hope it made sense. I'm looking forward to um >> finishing >> looking forward to leaving comments saying, "Why didn't you make a spaceship after 1300 hours?" or something like that.
>> Yeah.
>> Oh, yeah. That's going to be great.
>> Okay, sweet. Well, I'm going to We'll call it a day there then.
>> I have a question for you before.
>> Okay. Hit the flatty.
>> Is this is this one of your base store videos?
>> It Yes, that's Yeah.
>> You're planning to publish this?
>> Yes, I'm recording it. Yeah.
>> Oh, I see. All right. I'll not interrupt you.
>> No, no, no. I mean, we're basically done. I mean, to be honest, we've been we've been here over an hour now. We've been and seen lots and lots of things.
But yeah, I've Yeah, I need to edit it.
Right. So, I'm going to call it a day there on the footage. Hit the hit the stop recording button.
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