Factorio 0.16 - All Items Again

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Published on ● Video Link: https://www.youtube.com/watch?v=i3na85P_7e0



Factorio
Game:
Factorio (2020)
Duration: 53:54
253 views
4


After getting over 1K science a minute in Factorio last time, it's time again to see how quickly we can fill a train with one wagon full of each item in the game!

With the new smelters, we should have a much easier time of things, and shouldn't be running out of steel as we did last time. Additionally, I've added a bit over 2GW of solar power generation, added coal liquefaction production of solid fuel and added additional gear wheel production, all things that gave us trouble last time.

Things start off well, and a lot of the easier to produce items are filled in their train car within the first 30 minutes. A lot of iron, copper and steal is used, but for the most part, we are keeping up with production.

However, at that point, I begin to notice some issues. For one, several of the external production areas aren't powered. I had set up a system to disable them if there are no pickaxes are in logistics storage, however, there should be some (I add 5) and yet those areas are still unpowered. So I tell my construction bots to place power poles to bypass the power switches.

Also, at this point, I notice that the new smelters are unable to keep up with demand. When doing just science, they didn't have an issue, but now we are asking them to support science production and the draw form the all item area. And it's just not the iron and copper plate dray, but the all item area is also using a lot of green, red and blue circuits, all of which use up a lot of iron and copper plates. I put in some additional train going to the previous smelters for iron and copper to reduce the load on the new smelters.

We start to get power warnings despite the the additional solar production. Apparently the big nuclear power plant when into 'low power mode', which occurs if the steam supplies in it's storage tanks is low and the accumulator levels drops below 80%. This is supposed to put more fuel into the shutdown reactors immediately, instead of waiting for the next 200 second cycle. This only somewhat worked, however. The reactors that pull from chests did refuel, but the signal apparently isn't long enough for the 6 reactors in the center to grab fuel off a belt (because the fuel isn't exactly lined up, it takes longer to grab). This change the 26 reactor design to two 10 reactors with 6 unpowered reactors in the middle, cutting output by 1 GW, from just under 4GW to about 2.8GW. I fixed this my wiring in a signal that bypasses the fuel saving circuits, and keeps the reactors fueled all the time.

After about a hour of in game time, we are close to complete. However, I notice that the oil plant hasn't been outputting heavy oil. After fixing a missing pipe (likely removed last time to produce more solid fuel), I also notice that only 3/4 of the refineries of the main oil plant are working as they are block up on heavy oil (I'm not sure why their pumps weren't running).

After fixing all that, we have just space science left and the basic and explosive cannon shells (likely held up by petroleum gas production slowdown from missing 1/4 of the oil production). The space science finishes up first, with a deliver form our external rocket facilities, but the cannon shells finish up less than a minute later!

We then ride the train over to our new 'weigh station' which reads out the contents of the train. It is supposed to display each item for 5 seconds, but with the UPS under 30, that actually take a while! (it should have been over 17 minutes real time!) After that, the train leave for it's victory lap around the factory and we end up with an explosive conclusion to this factory! In under an hour and a half of game time we produce and filled a train with a wagon of each item!


This is the last regular episode I'll be doing from this factory, but I still plan on doing occasional tutorial videos like my recent seven segment display video, or showing off interesting mods. If a mod or another game piques my interest, I may begin another series! So while I won't be posing videos as often as I have been over the past few months, I still want to post videos on a semi-regular basis.







Tags:
Factorio
all items
megabase
megafactory



Other Statistics

Factorio Statistics For TroZ

Currently, TroZ has 27,023 views for Factorio across 126 videos. The game makes up over 4 days of published video on his channel, or 20.78% of the total watchable video for Factorio on TroZ's YouTube channel.