Factorio MEGA-sizing #2 - modules in the main base
NOTE: I started this series shortly before the release of Factorio 0.16, and decided to start a new series when the update came out. Please see my 0.16 Let's Play series - it will take advantage of the latest updates, and will continue in much the same vein as this series originally intended.
In this episode, I start adding productivity modules to the main base in order to reduce our resource consumption. Pro-tip: by upgrading from Assembler 2 to Assembler 3, filling the machine with Productivity Modules (any tier), and adding one beacon with Speed Module 1's, you can maintain the same speed that you formerly had with the Assembler 2's - only now you will also be getting free items from the productivity bonus. It's a good interim upgrade until we have enough Prod Module 3's to go around.
This is a Let's Play series in Factorio 0.15. I am starting with the factory we built in my tutorial series (http://bit.ly/2iREe1t), and scaling up to mega-base size. The goal will be to reach 1000 science per minute.
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Factorio version: 0.15.xx latest experimental
Map Exchange String: https://pastebin.com/nEG0t2hk
Mods: none
Resources:
My tutorial series playlist: http://bit.ly/2iREe1t
Factorio Cheat Sheet for 0.15 (DDDGamer): http://bit.ly/2yBdRqH
Productivity module priority (calculations by MadZuri): http://bit.ly/2BQbEok
Red belt balancers (by Tomik): http://bit.ly/2ADRtug (yellow and blue also available)
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