Story Missions - Episode 7.2 - Weird ore rework

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Published on ● Video Link: https://www.youtube.com/watch?v=bLu-4mtuw3E



Factorio
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Factorio (2020)
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Show
Duration: 58:09
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Story Missions Scenario Mod - Episode 7.2 - Weird ore rework

This is both the 2nd canonical episode & already a branching reality. I spend the first few minutes re-imagining a plot different to what's in the mission text. In short: the ore here has gone weird, perhaps in a way related to those pirate centrifuges. Miners don't work & recipes are expensive because we can't yet adjust for this weirdness. Fighting off the pirates can happen later, first we need samples of pirate products to understand the ore & how better to work with it.

In-game, my trains are pretty bad, the processing quite slow, automation rather minimal. I do at least get my early combat stack (grenades + heavy armor + damage 2) to address some of the close nests. There's another pirate train to steal, a new character appears, and maybe my personal retrofitted plot can be lined up with where the rest of the story mission goes? We'll see.

Story Missions (Scenario Mod): https://mods.factorio.com/mod/Story-Missions







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