Factorio 0.18 Megabase 5
In this Factorio episode, we finish up our nuclear power plant and set up an artillery train!
I start off the episode with a time lapse of the nuclear power plant being built. This took almost 2 hours in game. I had to deal with some biter attacks and did a little work to speed up the rate the turbines were being produced as well.
In the process of the plant being built, I noticed that we weren't satisfying power demands, producing only about 75% of the power needed, with it dipping below 50% when lasers were firing. I was able to start four of the reactors, separating them from most of the rest of the power plant, so that it could produce some power while the rest of the plant was being built. Those four reactors needed to be separated from the rest of the plant as it would take a long time for the four reactors to heat the entire plant to 500 degrees. Heating only 1/4 of the heat exchangers went much quicker.
With the nuclear power plant almost done, I start to set up the artillery train that we set up shell production for in the last episode. This train will hopefully destroy the biter bases under out pollution cloud, and thereby reduce the number of attacks on our factory. I've set up a station for a train with two locomotives and and three artillery wagons. We set up the train and get it loaded and ready.
With the artillery train set up, we need some places for it to go. So we go out an build an artillery station. This is a station off of our main track line that the artillery train can stop and fire from. Since when the biter bases are shelled, all the biters attack the location the shells were fired from, the artillery station is defended by many laser turrets.
So we set up our first artillery station and call the artillery train there to test it out. The train arrives and attacks the nearest two biter bases and leaves to re-arm. The train leaves before any biter attacks arrive, but the lasers take care of the biters and spitters taking minimal damage, which we quickly repair.
The range of the artillery isn't that large currently, so we start the first research to increase artillery range by 30%, which should allow the artillery train to hit a few more biter bases.
We then have to manually re-fuel the nuclear power plant. The plant is now almost complete, except for where we previously disconnected part of the plant. We go up to our kickstart factory, and find that we are ready to start automating nuclear fuel production, after we fix the Koverex Process centrifuges, since we were stealing U-235 from them, and there is a circuit to make sure they only pick up 40. To speed thing up, we also manually install beacons with speed modules around the uranium procession area of the kickstart factory.
We go back to setting up two more artillery stations before the end of the episode. This clear out a few additional biter bases, but we are still waiting on the range increase research, which isn't even half way done by the end of the episode.
At the end of the episode, we have nuclear fuel being automatically produced and delivered by bots to the power plant. We reconnect where we separated the power plant previously, which finishes the plant being built. With the delivered fuel, all of the reactors are now running and up to temperature, which will allow the plant to generate 3.9 gigawatts.
Next episode we should be building more artillery, and hopefully get close to finishing the kickstart factory, which will allow us to build more factories much quicker.
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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.


