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[Factorio] IR3 Ep 22: Petrochem Power & Cliff Explosives 

Marsh
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We finally can create electricity and explosives from our oil!
Save file (as of EP0) drive.google.c...
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Greetings. :) This is an edited series for Industrial Revolution 3. After completing a 390 episode series on Angel/Bobs, it's time for something a little shorter! IR3 is an absolutely amazing and well-made mod pack that does many things it's own way, so well in fact you wonder why it's not in the base game!
IR3 is a slightly longer and more complicated experience than vanilla Factorio, but substantially simpler than many overhaul mods, making it a fantastic choice for a player's first dive into modded Factorio. It is just complicated enough to require circuit networks, but it doesn't overload you with byproducts.
The defining progression feature in IR3 is how each tier of material gates each tier of research. You start out with just copper and tin, and from there progress into bronze, iron, steel, and beyond. You start in the stone age with very basic burner machines, and before long, you will enter the copper age and use steam machines to automate your factory. Later in the iron age you finally unlock electricity!
Automation is more important in IR3 compared to even the "complex" mod packs due to the huge amount of intermediate components required for each machine, so tackling this hurdle should be one of your first goals! However, unnecessary complexity has been removed at every opportunity. Many machines in IR3 can automatically set their recipe based on the input resource! Builds can often be copy, pasted, and easily converted to new materials.
There's no need for several common mods as IR3 gives you their functionality, and in a better way at that! This includes built-in "bottleneck" style lights in every electric machine, early robots, a unique logistics system, a fuel manager, "water-making" explosives, built-in recycling of old machines, vehicle snapping for easier driving, tree forestries, pollution spills, weapons overhaul, teleporters, loaders and stacking, and more!
My intent is to keep this playthrough as pure to IR3 as possible and use a minimum amount of content mods. For build planning we're using Rate Calculator and Helmod. Recipe Book and Factory Search help figuring out what goes into what and where it is in the factory. Picker Dollies allows already placed machines to be moved around without picking them back up. There are more mods but those are the most impactful.
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In Factorio you're stranded on an alien world populated by dangerous "Biters." In order to survive you need to mine resources, research technology, and build a rocket to escape the planet. This task is too monumental for your bare hands. You'll be applying your logic and creativity to build a unique factory composed of many machines that will labor away on your behalf. But you are not alone. The Biters are a constant threat requiring you to build up your defenses. The best part of the game is how you unlock many forms of automation, which saves you time to work on more important tasks. Each new technology fundamentally changes how you build the factory, which requires constant self improvement on your part. There is a large learning curve, but that's the fun of it! ^_^
The game is well-supported by it's developers, and there is a thriving modding community with an endless amount of mods to extend your enjoyment of the base game.

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28 сен 2024

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Комментарии : 9   
@m0rjjj666
@m0rjjj666 4 месяца назад
Tarmac looks beautiful. I spent more time decorating my factory in IR3 that in any other playthrough
@EvlNinjadude
@EvlNinjadude 4 месяца назад
Hooray for cliff explosives!
@coldeonar
@coldeonar 4 месяца назад
Great series
@sweetcornwhiskey
@sweetcornwhiskey 4 месяца назад
I love cliffs because of how nice it is to finally get cliff explosives
@marsh8056
@marsh8056 4 месяца назад
That’s a way of looking at it!
@leduke79
@leduke79 4 месяца назад
I think of them like this, myself. They are a true inconvenience, in so many ways, prior to explosives. I made a K2SE-mall inbetween them, once, and it looked amazing and cringe worthy at the same time. Almost sad to remove the cliffs, as I had no excuse for the spaghetti, anymore. :)
@elisianthus
@elisianthus 4 месяца назад
I guess the uses for Lampbots are for times when you want stable light for a short while, pre night-vision - assaulting hives at night, lighting an area whilst you build an outpost, and so on. Less of an issue with standard nights, but I imagine with darker nights it'd be quite useful. Like a much longer lived version of the flares you used in AngelBobs, but without the refueling and cleaning up later issues of torches.
@marsh8056
@marsh8056 4 месяца назад
The problem with that is that as far as I remember you unlock lamp bots much later than night vision, so it would only be useful if you really were putting that off. If it was a copper or Bronze Age item then it would probably work better.
@mikgough5203
@mikgough5203 4 месяца назад
Thanks, off to get Circuit HUD set up
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