Walkthrough of the game in pictures step by step (2024)

Wise GeekGame Walkthroughs → Factorio - Walkthrough of the game in pictures step by step

Factorio is a 2D sandbox in which you have to prepare an alien planet for earthlings. You need to extract resources, research technologies, automate production and fight enemies. Use your imagination and combine elements to create complex structures. It is important to use management skills wisely to keep everything running smoothly.

Contents

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  1. Tips on the basic principles of the game
  2. Guide for Beginners
  3. Electrification Basics
  4. Secrets of the Main Bus Architecture
  5. Tips for planning a nuclear plant
  6. Railroad Guide

Factorio: Tips on the basic principles of the game

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There are a number of concepts in the game that every newbie should understand. They are all equally important. If you do not pay attention to at least 1 of them, you will lose or delay the development of production.

1. Do not pollute the environment with an abundance of buildings at the early stage of the game! Pollution, evolution and defense - these points are always relevant for setting up and choosing cards. You can always turn off enemies, but playing without them is boring. As soon as you start playing a new game, install the first stoves and machines, you will have a "Pollution" scale.

Pollution is a definite indicator of your production expansion and its negative impact on the environment. Trees and other terrestrial objects of the planet’s flora partially absorb pollution, but this is not enough to remove it completely. By itself, it does not affect opponents, but as soon as it reaches the hives, the beetles will begin to actively appear on the map, gather in 1 place, and, ultimately, go to destroy the object of alarm - you.

2. Follow the "Evolution Factor"! This is an additional indicator, the scale ranges from 0 to 100%. The higher it is, the more developed and powerful beetles will attack you. Beetles have 4 stages, both spitting and biting. The last 4th stage - "Monster beetles" (have a green color) - the maximum stage of evolution of opponents. The evolutionary factor itself grows slowly over time. But if the pollution reaches the hive, evolution will increase significantly. When enemy housing is destroyed, the evolution factor increases significantly. Therefore, initially there is no point in destroying all the hives indiscriminately. By doing so, you will increase the evolution factor and create problems for yourself.

Place defensive turrets covered with walls in the main directions of the enemy. Don’t forget to supply the guns with ammo on time, and make sure there is a constant supply of electricity (if you have installed laser turrets).

3. Place radars around the perimeter. This is an important aspect in base defense. By placing them in different directions, you will always see the enemy attacking. As production develops, you need to push back the line of defense. Otherwise, the beetles will overwhelm you with their numbers. At the late stage of the game, you can build a defense around the entire base, which will repel all enemy attacks.

4. Be sure to automate production! From the first minutes of the game, it is necessary to fully automate production. There is no need to install hundreds of conveyors by hand if you can install an assembly machine. This approach to the game results in the construction of a separate complex in which everything that may be required for the development of your base is produced. Later, a train station can be placed next to the complex where materials will be loaded. And trains will take them to distant places.

5. Use previously created drawings! Many elementary and basic schemes have long been created by experienced players. If you start to come up with layout plans for factories and buildings on your own, you will most likely create similar drawings. For example, if you want to effectively produce green circuits in the early game, then you will end up with a block of 3 machines producing wire. It is needed by 2 machines that collect green circuits. Basic resources and assembly machines have a specific production time, which the construction of factories is adjusted to.

Remake ready-made drawings to suit your needs only when you fully understand the game mechanics!

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5. Plan not a local single production, but a whole complex at once! At the start of learning the game, of course, this is difficult to do, but in the future it will pay off: you won’t have to redo your base many times. For example, we recommend making all basic materials (iron and copper plates, steel beams, green and red microcircuits, etc.) not separately, but in production arrays. For the same iron, you should design a complex of 20 furnaces that create plates. Further, several such arrays can be placed one after another, and you can get a kind of workshop for the production of plates. There is no point in installing a copper production complex close to it.

Do not save space on the map, as it is conditionally endless. Since you will be able to fully master the map after a lot of time. Therefore, workshops can be placed at a distance from each other and connected by conveyors.

6. Build the main bus at the start of development! The main bus concept is relevant for start-up factories. In the future, it can be replaced by railway tracks or drones, but at the beginning of base construction, the bus is necessary. A bus is a set of pipelines, grouped by resource type, running horizontally and vertically across the entire base. That is, having made iron in the smelting shop, you feed it to several parallel conveyors. Other materials move around them. As needed, you select a resource from the bus and supply it to the workshops that require them. These factories, in turn, send production products to the tire.

The more workshops that consume resource from the bus, the more conveyor lines you will need, since the belt capacity is not infinite.

7. Make the most of conveyor belts. Belt compression is the density of resource accumulation on a conveyor. The denser the materials are on the tape, the higher its compression. You need to strive for this. If there are gaps between the resources going along the line, therefore, the production of this material is insufficient. It should be increased.

Balancers are a combination of separators and conveyors, which allows you to evenly distribute resources along the belt or increase compression on them. For example, you can supply 4 incomplete tapes to the balancer input, and take 2 complete ones at the output. Often you will need to combine incomplete tapes coming from the mines into 1 or more complete lines. This is where balancers come in handy. They are also necessary when loading materials onto the train.

The transformation of resources with intensive development of the base will ultimately come up against the throughput of the conveyors. In total, the tape has 3 levels. At the last level of the line it has an indicator of 40 resource units per second. For large productions this is very little. Therefore, you will have to switch to rail transport. Trains move more materials faster and more than conveyors.

Don’t forget about the capacity of your transport system!

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8. Plan production from the very beginning of the game. In order for your base to operate efficiently and be well designed, you should at least have an idea of ​​how many resources you can produce and deliver to consumers, as well as how many materials will be used. Construction calculations are based on production per second or resources per production cycle.

Each factory has its own production speed. This speed can be changed using modules and beacons. Therefore, the actual production speed and the production cycle speed of the machine may differ. This must be taken into account. Development can be linked to your bus. For example, the yellow tape has a throughput of 15 resource units per second. Even if you produce 17 units per second, the conveyor will not allow more than its capacity. There is no point in trying to consume more material than the line can carry. The number of tires should be increased or replaced with more efficient ones: yellow with red, and red with blue. Similar performance assessments are made for transportation by drones and trains.

9. Develop advanced technologies. It is very important in the game to switch to modular armor with an exoskeleton for speed and a personal drone station for quickly placing blueprints. For beginners, these improvements may seem useless, but once you get comfortable with personal drones, you won’t want to play without them. For a quick transition, we recommend installing temporary production facilities, which are built using modular armor. Robots arrange factories exactly according to the drawing: quickly and accurately.

A big advantage of modular armor is the ability to install personal laser turrets. They allow you to shoot back at enemies without ammunition. This is especially true on maps where there are few resources. Therefore, we recommend striving to create modular armor and elements built into it.

10. Don’t forget about the logic of the game. Although not everyone can understand combinators, if you have a basic understanding of algorithm construction, then it will be easy for you to understand the basics of logic circuits. In the early and middle stages of the game, logic is practically not needed, but if you are going to build a large and smart complex, you will have to use it. For example, you can configure the turning on and off of workshop arrays, requests at construction stations, control of turrets and drones, and much more.

Factorio: Guide for Beginners

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Factorio is a sandbox where you develop and rebuild a manufacturing facility. The action takes place on a distant planet where a spaceship crashes. And you are a survivor of this disaster. During the construction process, you will have to develop resource deposits and confront the local fauna.

First steps. At the start of the game you go through a short training. We recommend that you carefully listen to the advice that the developers have prepared for you. These are basic skills that need to be mastered. For example, you will learn how to set up your first resource extraction, cut down local vegetation, set up transporters and much more. After training, you can choose "Free Play" or go through the "Campaign". In the second mode, you will perform basic tasks and will not be able to customize the maps yourself.

Map generator. In Free Play, which can be selected in the main (start) menu, you are first asked to configure the map. The window that appears has several tabs. Some settings will be intuitive to you (like viewing angle or brightness), but there are sections that you need to pay special attention to.

  1. Frequency - determines the amount of resource in the fields. The higher the indicator, the less material will be located per 1 change (unit of measurement in the game).
  2. Size - Determines the size of existing mineral deposits, vegetation and bodies of water. Size also affects the radius of enemy hives, although their growth is based on standard settings and evolution rules.
  3. Wealth - how much you can get from a resource mine.
  4. The starting area is the starting location of your base. The area is located in the center of the map and has basic resources (including water). The hives are located at a far distance from the center of the starting area. To increase the difficulty, you can make this area minimal.
  5. Peaceful mode - the enemy attacks your base as it gets dirty. By choosing peaceful mode, the hives will be on the map, but enemies will not attack you until you touch their homes.
  6. Automatic presets - advanced map settings for experienced players. Here you can more accurately adjust the level of pollution, the expansion of beetles and their development. You can also configure the deposits of each resource separately.

As soon as you build 1 production, it will begin to produce a certain amount of pollution released into the air. The local residents don’t really like that their atmosphere has begun to be spoiled. Therefore, you need to build a good line of defense. Otherwise you will be eaten. Deposits of resources, as expected in nature, are not endless, so you will have to develop new collection points. Some of them will be quite far away, so you need to research and build a railway and transport resources by train.

Despite the fact that the game has transport (trains, cars and tanks), the main feature of the game is different. Namely, in automation: resources should be extracted not by hand, but by machines, delivered along a conveyor belt, the final product should be produced not by hand, but in assembly machines. Therefore, you will need all the automation of the production process. For complete robotization, the game has drones.

  • Construction - engaged in the construction of industrial facilities. You set up a template in advance, and the robots fly and install everything necessary according to it.
  • Transport - transports resources by air. Necessary for unloading conveyor belts and railways.

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The technology tree is a sequential map for studying production and defense processes. The Tree contains scientific packages of various types. These disciplines are the main consumers of resources. The higher the level of the research package, the more resources it requires to study.

The conditional goal of the game is to launch a rocket into space with a satellite. Once all technologies are unlocked, you will have unlimited access to some of them. Each such science improves a specific direction. For example, flamethrower damage or resource extraction efficiency. Each subsequent improvement requires more and more scientific packages. The key subtlety is that such research requires type 7 packages - space. You can get them after 1 launch of one rocket with a satellite. Each launched rocket gives 1000 level 7 packages.

From this follows a new goal - the construction of the largest possible factories that are capable of producing several thousand scientific packages of each type per minute. These are truly colossal buildings that need to be thoroughly studied before construction begins. Logistics should be clearly thought out, logistics networks and automation should be used to the maximum extent possible. Simple conveyors in such factories cannot be used; a developed railway will have to be built. At the same time, all this must be provided with the necessary resources.

Logics. The game allows you to assemble complex logic circuits or control existing production with logic. For example, you need, at a certain value of resources in warehouses, your production workshop turned off and did not consume electricity. 1000 units of surplus accumulated - the workshop shut down, there was a shortage - the workshop resumed work.

Another example is that you have a set of generators that produce electricity and there are several batteries. You want the generators to shut down and produce no pollution when the batteries are fully charged, and to resume operation when the charge is minimal. All this can be done by combinators - a logical module available in the game.

Game units of measurement. The game has its own developed scheme of units of measurement. It resembles the units used in real life, but with a slight difference:

  1. Power is the main measure of the operation of a device (factory, automatic machine) per unit of time.
  2. Watt (W) - shows the consumption of your production or item of electricity. Calculated: 1 Joule divided by 1 second. Basically, all production is shown in kW (kilowatts) or MW (megawatts).
  3. Work (measured in Joules) is an indicator of work that consumes energy: 1 J = 1 W ⁤∙ 1 s. Fuel is considered work because its work involves combustion. For example, 1 unit of coal produces 8 kJ.
  4. Tick ​​- minimum period of time.
  5. Game second - 60 ticks. The basic unit of time. It is not equal to a second of real time, since with low-power gaming devices, 60 ticks cannot be equal to 1 second of real time.
  6. A day is equal to 6.94 minutes of real time.
  7. A cell is the minimum unit of area measurement.
  8. Chunk - square area, 1 side is equal to 32 cells.

Factorio: Electrification Basics

The electrical grid is the main source of receiving and transmitting energy to various areas of your base. At the time of writing, there are 3 types of electricity generating stations:

  1. Steam engine.
  2. Solar panels.
  3. Nuclear Power Plant.

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Electrical poles are necessary for delivering electricity from producers to consumers. The pillars are connected to each other by wires. Each pole has a "coverage area". Any objects that consume electricity must be located in this area, otherwise they will not work. To see the coverage area of ​​a support, hover your cursor over it. The area of ​​effect will be reflected on the ground in blue.

If you decide to install any object that consumes energy, the entire network coverage area will be displayed on the screen. If the area of ​​this element (for example, a factory) is more than 1 cell, then it does not have to be entirely placed in the coverage area. It is enough for the object to touch the area with at least 1 cell.

The length of the wire is one of the properties of the supports. The wire in the game is shown as an orange thread. If there are no wires going to the pole, then it is not connected to the network. The supports also differ in the materials from which they are made. In the table below we have displayed all types of electrical supports and their properties.

Support nameManufacturing costsCoverage area (in cells)Wire length (in cells)
Small power line.1 wood + 1 copper plate.5x58
Average power line.2 steel beams (5 iron plates) + 2 copper plates.7x79
Large power transmission line (used to transmit electricity over long distances without distributing it).5 steel beams + 5 copper plates.4x4thirty
Substation.10 steel beams + 55 copper plates + 25 iron plates14x1414

The game has several tricks that will help you install an electrical network efficiently and beautifully:

  1. If you want to conduct electricity over a long distance, it is not necessary to install each pole separately. Just hold down the right mouse button, after installing 1 pillar, start running and pulling the net at the same time. The supports will be installed automatically.
  2. When auto-connecting supports, you do not need to add additional wires; they will be placed automatically.
  3. Using the method described in paragraph 1, you can power all objects that consume energy. The main difference is that without consumers, during installation the supports are placed at the maximum distance.
  4. Delivery order. If you use steam engines and solar panels at the same time, then the electricity will come from the generators in the following order: first the objects will be powered by the solar panels, then by the steam engines, and only then by the batteries.

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A battery is a temporary storage of a certain amount of electricity. It is installed near generators and is charged from them at the moment when electricity production exceeds consumption. If you lack the energy produced by the generators, the battery will begin to release its accumulated reserve. The maximum battery capacity is 5 MJ of electricity. Maximum power - 300 kW.

Steam engine

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Pump. At the start of the game, you need, as soon as you get a little accustomed to the planet, to place a pump near the reservoir. It is needed to supply water to boilers. In them, water is heated to a certain temperature, after which the liquid is sent to steam engines to generate electricity.

The water produced by the pump can be used in oil refining. It is also necessary for the construction of a network of nuclear power plants. By installing a pump, you don’t have to worry that all the water in the lake will run out, since its reserves are endless. It is worth knowing that the size of the lake on which the pump is installed does not affect the rate of water production. If you decide to expand the reservoir thanks to "backfilling", and the pump ends up completely in water, then it will automatically become a "Water Pump" and will continue to pump out liquid.

The volume of liquid that the pump can produce in 1 second is 1200 units. This is enough for 20 boilers. Therefore, you can power 40 steam engines. If you have installed more than 40 motors, then you should install more pumps. The pump itself does not require energy to operate.

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Boiler - heats water at a temperature of 165 degrees, turning it into steam. The steam enters the steam engines. The boiler has 2 liquid inlet ports and 1 steam outlet. The steam boiler consumes solid fuel (wood, coal). Therefore, you need to organize the delivery of a resource for the boiler.

Do not install more steam boilers than necessary at the current moment of the game. It is better to leave space for future development. This is necessary because boilers release large amounts of airborne "pollution" into the planet’s atmosphere.

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A steam engine is the simplest electricity generator that you can install at the start of the game. Engines do not emit "pollution" during operation. Produces 900 kW per second. You can install the engines in series (without using transporters) since the steam can pass through them.

When the energy produced by steam engines is higher than consumption, the engines independently reduce their operating power so as not to release electricity in excess of the norm. But reducing and increasing power does not happen at lightning speed. This nuance must be taken into account when installing "unregulated consumers". Let’s consider the moment using the example of a laser turret. When the turret starts firing, it will require a lot of energy, and the engine has not yet had time to increase its operating power. Consequently, some of the objects that were powered by this steam engine will be de-energized. To prevent this from happening, batteries should be installed.

Pipes. To connect the pump, boilers and steam engines you will need pipes. But all objects can be placed close to each other. We recommend installing only the required number of steam boilers and engines at the beginning of the game, leaving room for expansion. The picture at the beginning of the section shows a diagram of the effective arrangement of electricity generation units.

Solar panels

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In order for you to be able to install solar panels, you need to learn the Solar Energy technology. For the study you will need red and green flasks. Unlike a steam station, a solar station does not require additional resources. But it has a significant drawback - it only works during the day. If you want to make solar panels the main source of energy, then you will need batteries (so that there are no power outages at night).

Pros of solar energy:

  • Does not consume resources.
  • Does not produce "pollution".

Cons of solar energy:

  • Large area for placement.
  • Low energy output (60 kW).
  • They only work during the day.
  • At dusk they produce less energy.

Calculations. The official website of the game contains calculations that are necessary to install the correct number of batteries for uninterrupted operation of the consumer. When calculating, it is necessary to take into account not only the day, but also twilight. On average, 1 solar panel produces approximately 42 kW per day. Therefore, for efficient operation you need to install 0.84 batteries.

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For example, a plant needs 300 kW of energy. That is, you will need 300:42x0.84 = 6 batteries for the night and 8 solar panels. When making calculations, it is necessary to take into account the consumption of "unregulated consumers" (laser turret), which will begin to take energy at any moment. The picture above shows a group of 48 batteries and 1 substation, the total work is 240 MJ. Therefore, we recommend exploring and using the "peaceful atom" to generate electricity.

Factorio: Secrets of the Main Bus Architecture

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Basic moments. One of the main decisions when designing a base is based on transporting resources along the main bus. This architectural solution is not the only correct one, but it is the simplest construction concept for beginners. Advantages of the main bus: ease of implementation and a visual representation of the processes occurring on the base. The disadvantage is the low throughput of the conveyors. Of course, this is enough to launch a single rocket, but if you plan to develop the base further, then this concept will be a good starting point for you.

There are many production chains in the game: ore is smelted into plates, and various industrial products are produced from the plates (wire, gears, and so on). The final link in the entire chain is the laboratory, which consumes scientific packages of various types. As a result, you get research progress. During all these chains, resources and materials have to be transported from one production site to another.

The main bus is the abstract axis of your base. It can be positioned horizontally or vertically. Conveyors with certain resources come from this axis. As necessary, you remove some objects from the tape and add new products there. This resource highway will run through the entire base. This way you will clearly understand where to get materials from and where to send products.

Construction of conveyor belts

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The conveyor is a game mechanic aimed at transporting resources. Its installation and use does not require studying new technologies in the Laboratory. Please note that the conveyor belt moves materials on 2 sides, which increases its efficiency. There are 3 types of conveyor belt:

  1. Conveyor - yellow in color, throughput 15 units of product per second. It is equal to the yellow underground conveyor, a yellow separator is installed.
  2. Fast conveyor - red, throughput - 30 items per second. Equal to red underground conveyor, install red divider. Requires Logic 2 research.
  3. Express conveyor - blue in color, throughput - 45 units of material per second. Equal to the blue underground conveyor, a blue divider is placed on it. Research in Logic 3 is required.

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Manipulators are automated machines that place products on a conveyor or pick up items from a belt. Since the belts have 2 lanes, you need to have 2 manipulators for loading and 2 for unloading materials. Manipulator actions can be applied not only to transporters. For example, he can pick up an item from the ground or place a product anywhere.

Manipulators operate at close range. In order to install them, you will need 1 cage for 1 car. In the table below we have described the main properties of the manipulators available in the game.

Name of the manipulator.Description.Maximum consumption (in kW).Rotational speed.The speed of moving objects (cells per second).
Solid fuel.It consumes fuel during operation, so you need to separate a line with coal or wood for it. If solid fuel passes through the conveyor with which this manipulator works, it will be powered by it.1880.61.2
Manipulator.Powered by electricity.130.841.68
Long.Powered by electricity. Moves materials 2 squares. As a rule, it is placed between the tapes and the machines.201.22.4
Fast.Powered by electricity, the speed is higher than that of a conventional machine.332.14.2
Customizable.You can configure the resources that it will collect from the assembly line, warehouse, and so on. To select a resource or several materials, you should click on the machine and select materials in the empty slots.44.12.14.2

Operating rules for manipulators:

  1. In production, which has an individual recipe, the manipulator independently supplies the necessary materials.
  2. If the cell where the machine is going to put an item is already occupied, then the machine will hold the product until the space becomes free.
  3. By studying science, you can increase the amount of materials you can lift and hold at one time.
  4. Manipulators will always place the product being held on the side of the conveyor farthest from themselves. This should be taken into account when arranging them.
  5. Material from the belt will always be taken from the belt flow closest to the manipulator.
  6. Efficient unloading onto the balancer is carried out from the side.

Building a bus and calculating arrays

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The most clear and simple solution for building the main bus: 4 through 2 (as shown in the picture above). You stretch 4 conveyors close to each other, then make an indentation 2 conveyors wide, and again stretch 4 parallel belts. An indentation of 2 conveyors allows underground lines to be passed perpendicular to the bus, discharging the necessary resources. The length of the yellow underground conveyor is 4 squares. This is the reason for this tire layout.

For a starting factory, 4 blocks of 4 tapes each are enough to supply all the basic resources. We recommend additionally reserving 3 - 4 blocks for intermediate materials. You should also install 2 underground pipes, which are necessary for lubricant and sulfuric acid.

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For marking (until you have drones) you can use conveyor projects. You can install a project by holding down the "Shift" key or create a drawing based on a small area. Then move the drawing further along the bus. Thus, by marking your tire project at least 1 - 2 screens at the maximum distance, you will already have the axis of your future base in front of your eyes.

Trees are your main opponents when building a base. Removing them manually will take a lot of time, so experienced players recommend studying "Ordinary grenades" and making a small automated production of them. Grenades can quickly clear the area for your buildings. Just don’t forget to install radars and defend yourself with turrets on the main directions of the beetles’ attack.

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Basic consumable resources are the main source of production. At the start of the game, after you have marked the main tire, you should decide on the location of the complexes for their production. Experienced players include the following basic resources:

  1. Copper plates.
  2. Iron plates.
  3. Steel beams.
  4. Green microcircuits.

Mixing objects. These 4 types of materials are consumed by all complexes in large quantities. We recommend that you allocate 2 to 4 strips on the bus for them. Some players like to run gears through a separate conveyor, but we do not recommend this to avoid filling the tire with intermediate materials. Also, with gears it will be more difficult to calculate the speed of production of workshops. It is better to install the production of gears next to the production of a specific product that is necessary in its production.

Conveyor capacity. After allocating space for basic resources, we recommend deciding on the location of smelters and plants for the production of green microcircuits. We recommend setting up factories in arrays in such a way that 1 array of furnaces produces a resource in an amount equal to the throughput of 1 belt. For example, a yellow belt transports materials at a rate of 15 units per second. Therefore, its capacity is 15. Both sides of the tape should be taken into account. Based on this, 1 array of furnaces in total must melt at least 15 units of product per second.

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Array calculation. A level 1 furnace melts 0.28 iron plates per second. Therefore, to fully force the conveyor, you will need 53.57 ovens (15:0.28). From here you need to place 44 factories. You need as many such arrays as the number of tapes on the bus you plan to allocate for a specific resource. We recommend distributing the pipelines as follows:

  • 4 belts with iron.
  • 2 copper ribbons.
  • 2 steel strips.
  • 4 ribbons with green microcircuits.
  • 1 strip of coal.
  • 1 strip of plastic.
  • 2 ribbons with red microcircuits.

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3 blocks of 4 conveyors should be left in reserve for further expansion of production. Based on the distribution of the bus, you will need: 4 arrays for remelting iron, 2 arrays for copper and 2 for steel. Therefore, before planning the construction of a base, you need to have an idea of ​​what resource and in what quantity will be supplied to the factories. You can also design 1 array, then copy it (create a drawing) and place it as many times as necessary (an example of a drawing in the picture above).

Remember, the map in the game is conditionally infinite! Therefore, it is not at all necessary to lump production together and then get confused in factories. Leave room for the construction of additional production.

Green microcircuits are the most used material in the game, so experienced players recommend installing separate furnaces for processing iron and copper plates for their production. Do not remove the plates directly from the main bus. This is unreasonable considering how much resource this production will consume to provide 4 bus lines for transporting green chips. You can place all other (intermediate) production on the other side of the tire.

Do not forget that the direction of movement on the tire of a particular belt can be in one or the other direction.

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Industrial complex. Another important point in designing a base is the allocation of space for a complex that produces all the basic facilities required for the construction of buildings. The essence of this complex is simple: you supply resources to an array of assembly machines. They, in turn, collect everything necessary for construction in a certain quantity.

Such production should be planned and built at the initial stages of the game, so as not to be distracted by creating products at the right time, but simply go up and take what you need from the chests. Later, you can place a small surplus warehouse next to the complex. We also advise you to plan a station for trains, which will be loaded with everything you need to explore distant borders.

How to take resources from the bus?

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Conversion. A very important question for beginners is "How to take resources from the bus and how to balance it after that?" There is such a concept that applies to the feed as conversion. It determines how heavily your line is clogged with materials. With full conversion, the pipeline is completely filled, there are no gaps between resources (as shown in the picture above). If at the same time you completely consume all the materials going along the belt, then it works as efficiently as possible. In other words, you have full consumption at maximum conveyor throughput.

Selecting a resource from the tape is quite simple: you should place a separator on one of the lines where the priority of the output in the direction of production is indicated. The remaining materials are sent further along the line. The remaining belts must be equipped with underground conveyors so that the transported items do not mix.

Each new selection of resources can be done from a new bus line. Intermediate production will not always consume the full feed of materials. It is also necessary to take into account that factories will periodically shut down. Therefore, when selecting items from one of the conveyor belts, only part of the resource will go further along it.

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Separators. If you take the same material from different tire belts, then after 4 selections a situation will arise where weak conversion appears on different belts. This problem can be solved by installing balancer distributors. Their task is to combine resources from low-conversion feeds onto the line where it will be maximum. At first, the balancer will redirect the bulk of the material to one side of the tire, and then make maximum conversion on the belt, sending the excess objects further.

The disadvantage of balancers is their size, but the advantage is obvious: with the maximum selection of resources from the line with such a balancer, you will visually understand how many full tapes you have left. This information will be useful if you want to keep the tire as full as possible. It is necessary to install an array with base production in places of subsidence and replenish the tire with material.

Rules for constructing the main bus:

  1. The tire runs through the entire base.
  2. Basic intermediate production is placed in arrays on different sides of the bus with the expectation that the array will produce a full strip of the resource.
  3. As the tire becomes depleted, additional production should be installed to fill the tire as much as possible.

Factorio: Tips for planning a nuclear plant

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To obtain electricity from a nuclear power plant, you must install a nuclear reactor, in which the energy of nuclear fuel is converted into thermal energy. The heat is then transferred through heat pipes to the heat exchanger. In heat exchangers, the water supplied to them is heated and converted into steam. The steam then enters turbines, which generate electricity. The picture above shows an example of constructing a nuclear power plant.

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Fuel. The opportunity to build a station appears after researching the Nuclear Energy technology. By this time, the sciences "Uranium Processing" and "Nuclear Fuel Production" will already be available. Experienced players recommend further researching the "Covarex Enrichment Process" in order to produce enriched uranium on an industrial scale.

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Uranium ore. To obtain it, you need to install an "electric drill" at the field and supply sulfuric acid to it through turbines. If you place several drills close together, the acid will flow through them. This makes it possible not to install additional pipes. To mine 1 unit of ore you will need 1 unit of acid. Next, the ore is delivered to a centrifuge, where it is processed into uranium-235 (chance of obtaining 0.7%) and uranium-238.

1 unit of enriched uranium can produce 10 "uranium fuel rods". The energy intensity of 1 fuel cell is 8 GJ or 8000 MJ. Reactor power 40 GW. Thus, 1 fuel element in the reactor will operate for 200 seconds (8000 MJ: 40 MW). In this case, it is impossible to stop the energy release. After combustion, the spent nuclear fuel appears in the corresponding slot of the reactor, and the process repeats. You can load and pick up fuel using manipulators. The maximum temperature the reactor can reach is 1000 °C.

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Number of heat exchangers. The maximum consumption of 1 heat exchanger is 10 MW. Reactor power - 40 MW. Therefore, 1 reactor can fully load 4 heat exchangers. If there are fewer exchangers, then the heat will go into emptiness. If there are more exchangers, they will not work at full capacity.

Calculation of the station for 1 reactor. 1 turbine consumes a maximum of 60 steam per second and produces 5.83 MW. The pump pumps water at a temperature of 15 °C. The turbine consumes steam - 500 °C. The conversion of units of water occurs 1 to 1. That is, 1 unit of liquid turns into 1 unit of steam. Therefore, to heat 1 unit of water to 485 °C. Raising 1 unit of water by 1 °C requires 200 J of energy (game constant). From the calculations it turns out that to heat 1 unit of water to 500 °C it will take 97,000 J.

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The heat exchanger power is 10 MW, which is equal to 10,000,000 J/s. From this we can conclude that the exchanger produces 103.09 units of steam per second. With 4 heat exchangers you will get 412 steam per second. When dividing this value by the consumption of 1 turbine (412:60), the result is 6.87 (or 7) turbines. It follows that for 1 reactor you will need 4 heat exchangers and 7 turbines. The power of such a station is 40 MW.

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Reactors located close to each other. Each adjacent operating reactor gives a 100% bonus to thermal energy production. For example, if you place 2 reactors close to each other, then each of them will receive a 100% proximity bonus. The generated power of each will be 80 MW. In total they will produce 160 MW.

If you place 3 reactors in a row, then the outer ones will have a 100% bonus from their neighbor, and the central one will have a 200% bonus (100% from each outer reactor). Maximum power can be achieved if the reactors are arranged in pairs in a row (as shown in the picture above). The maximum power from 6 reactors will be 800 MW.

Heat storage

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All thermal elements of the station: reactors, tubes or heat exchangers are, in a way, heat accumulators. All of them can be heated to 1000 °C and retain heat (energy). There is no heat loss in the system. At the same time, the entire system strives for equilibrium. For example, if you place a heat exchanger close to a heat exchanger heated to 1000 °C, then their temperatures will balance out and become 900 °C.

Why is this happening? After all, they must receive a temperature of 500 °C. The fact is that the reactor has a heat capacity of 10 MJ per 1 °C. And the heat pipe or heat exchanger is only 1 MJ/1 °C. The reactor, releasing 1 degree of temperature, releases 10 MJ of energy. These units will warm up the heat exchanger by 10°C. It turns out that by transferring 10 MJ of energy, which will increase the temperature of the exchanger to 900 °C, the reactor will cool down by only 90 °C.

Pay attention to the pipes! As soon as the heat exchangers warm up to 500 ° C, they begin to transfer heat to the water, converting it into steam. The mechanics of heat pipes are similar to simple pipes. However, there are no temperature pumps in the game. Consequently, after a certain distance from the reactor, the temperature in the pipes will begin to drop, and some of the energy will flow further.

The coefficient of performance (efficiency) of the pipes depends on the power of the reactor. The higher the power, the shorter the pipe line can be. For example, for a power of 60 MW, the maximum distance is only 45 cells. Exceeding this value will result in a reduction in transmitted power. This is the first thing that must be taken into account when designing a nuclear power plant.

Pump performance. The pump that pumps water out of the reservoir has a capacity of 1200 units of water per second. If you divide 1200 by 103, you will get the number of heat exchangers per pump. This will be 11.65 pieces. If you divide 1200 by 60, you will get the number of turbines that can power 1 pump. You will get 20 pieces.

Limitation of pipe capacity. Here it should be taken into account that the pipe passes more than 1200 units of water per second. Therefore, if you want to power 16 heat exchangers standing behind each other from 1 pipe, then you can combine 2 pipes from the pumps into one and increase the pressure through the pump. Then you should remove the steam through 2 pipes or pump it through a pump.

Smart station

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Tasks of the "smart" station:

  1. Supplying only 1 fuel element to the reactor as needed.
  2. Accumulation of all excess energy that is released during the combustion of a unit of fuel.

As soon as a signal is received, the system loads a unit of fuel into the reactor, taking into account that the reactor does not heat up above 1000 °C. If the fuel continues to be burned, then all the excess energy goes into emptiness. How to organize the prevention of fuel loss?

Remember: all elements of a nuclear power plant are capable of accumulating energy!

It should be taken into account that water turns into steam if the temperature of the heat exchangers is above 500 °C. If you leave the system running and do not add fuel to the reactor, then eventually the temperature of the entire station will drop below 500 ° C, and steam formation will stop. If we take the minimum structure of the station (for 1 reactor), then the amount of heat in the system will be 12.5 GJ. And the capacity of 1 fuel cell is 8 GJ. Thus, if the temperature of all elements of the station is 500 °C, then you are guaranteed to be able to accumulate all the fuel energy in all thermal elements.

Loading fuel. Using logic you can read the amount of steam in the station. Therefore, if you place a tank after the heat exchanger and hang a logic wire on it, you can monitor the steam level and use it as a signal to supply fuel to it. Therefore, if the steam level drops to 5000 MJ, then you need to put a unit of fuel into the reactor.

First, you need to configure the manipulator that loads fuel so that it loads 1 unit of fuel. That is, determine the stack size in the machine. In order for the manipulator to operate only 1 time when the threshold level in the tank is reached, install 1 more manipulator, which will unload spent fuel from the reactor. It is necessary to set the unloading condition so that it is triggered if the heat capacity of the steam is below 5000 MJ. In this case, you need to read the contents of the manipulator. And set the reading mode to "pulse". It is he who will control the fuel loading.

It is necessary to connect the manipulators with a logical wire and configure the feeding machine. The inclusion condition should be set to "spent fuel greater than 0". Now, if the temperature in the tank drops below 500 °C, then 1st manipulator will unload the spent fuel and give the 2nd manipulator an impulse to load 1 unit of fuel into the reactor.

Important nuances of the station’s operation:

  1. The station elements heat up unevenly. The farther an object is from the reactor, the later it will heat up. That is, a smart nuclear power plant has inertia.
  2. It is necessary to install a steam buffer to level out inertia. If for a station of 1 reactor with a power of 40 MW, 1 tank is enough, from which you get readings. For larger scale solutions, a larger tank will be required.

Factorio: Railroad Guide

A railway is a transport system that delivers goods from point A to point B. In this case, you can drive the train as a driver or be a passenger if the train moves automatically. The main advantage of the trains is their huge throughput. The railway allows you to more accurately structure your base and make it more readable and manageable in the later stages of development.

To be able to build the entire railway infrastructure, you need to study several technologies:

  1. Railroad - allows you to build railway tracks, locomotives and freight cars. You can’t automate anything from this.
  2. Automation of railways - you will be able to build stations and automate infrastructure in a limited mode. You can only run 1 train on an independent section of the railway. If there are several locomotives, they will collide.
  3. Railway signals - allows you to build traffic lights and synchronize the movement of several trains in 1 railway network.
  4. Tank car - allows you to produce tanks for transporting liquids.
  5. Artillery - you can produce artillery wagons, after which you can strengthen your defenses and expand the defense of your base over long distances.

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The rails are set up like other objects in the game: you grip the object, pull it in the desired direction, and run alongside it at the same time. Once the rails are installed, you can place the locomotive on the rails. To make a locomotive you need to create a solid fuel engine. These engines are not handcrafted.

For fuel, you can use resources ranging from wood to uranium fuel rods. The difference in the choice of fuel will only be in their energy intensity. The better the fuel, the more bonuses it gives to the dynamics of the train. If you have an already manufactured engine, then you can assemble the rest of the locomotive by hand (without using mass production).

Learn the Braking technology to be able to quickly stop the train. In a multiplayer game without this science, you can easily knock down another player when the lineup slows down.

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Formation of composition configuration. There may be several locomotives in a train. You just need to get an additional locomotive from the warehouse and add it to the existing train. If an additional carriage can be attached to a train, a corresponding sign in the form of a dumbbell will appear, and the carriage itself will stick to the train.

When forming a train, install 2 locomotives, which will be directed in different directions. In this case, the train will move in 2 directions automatically.

The number of locomotives affects the dynamics of the train. The more of them there are on the train, the faster the train accelerates to 100 km/h. Steam locomotives can be located anywhere in the train; this will not affect its characteristics. Experienced players advise placing at least 1 locomotive for 4 carriages.

Speed. The maximum speed of the train is limited and depends on the bonuses that the fuel gives. The better the fuel, the higher the bonus. Therefore, you should pay attention to the information panel located on the right side of the screen.

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Freight cars - use technology for storing materials similar to chests. At the same time, you can set a filter for a specific slot so that other items except the selected one do not fit into the carriage. Like a chest, you can put a limit on the capacity of the carriage.

Fuel and other cargo can be loaded into the car using manipulators. To do this, the car must come to a complete stop opposite the manipulator. The device itself should be located close to the rails. If your train is stationary, then when you bring the manipulator to the train, the border of the car will appear. You can use it to guide you when installing loaders.

The principle of operation of the railway network. Let’s say you have station A and station B. The train moves between these 2 points. In the simplest case, it will be a looped railway. Stations are always installed on the right side as the train moves.

If you do not want to build a ring road, but just want to see a straight section of the railway, then you should take into account one nuance: in automatic mode, the locomotive can only move forward. Therefore, the train must have 2 locomotives directed in different directions. For example, locomotive - carriage - locomotive. Such a train will be able to run in 2 directions between 2 stations. If you click on a station, you can change its color and name.

Train schedule. If you tap on the locomotive, a menu will appear on the screen where you can customize the schedule and color of the train. A station can be added by clicking on the button of the same name in the section. After adding a station, we recommend setting up the waiting conditions. For example, stopping time or until the freight car is loaded. After setting up, you can start the composition in automatic mode by moving the toggle switch located at the top of the menu.

The game also has a general train menu. It is located in the upper right corner above the map and has a train icon. Through this menu you can select the composition you are interested in. To return the train to manual control mode, you should select the train and move the toggle switch to the desired position.

If there are more than 2 stations, the train will cycle through each of them until it passes the entire list. If you put "inactive station" in the menu (highlighting it in red), the train will pass by it. If you have not specified the waiting conditions at any station, then it will appear as a "passage station" - the train will not stop at it. You can also add several waiting conditions to 1 station.

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Transportation of goods. First you should set up a loading station and an unloading station. Then you need to place the manipulator in front of the locomotive stop. It is also worth installing a manipulator opposite 1 car. Up to 6 short loaders can be placed opposite each car. Chests with the necessary resources are placed next to them.

A manipulator next to the locomotive is needed to refuel it. At least 1 station must have a gas station. Otherwise, the locomotive will run out of fuel and it will stop, blocking the track. The unloading station is configured in the same way. Only the loader is directed from the wagon to the chest.

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Train synchronization is carried out using traffic lights (not to be confused with semaphores). There are regular and walk-through ("chain") traffic lights. A regular traffic light has 3 states, displayed in colors:

  1. Red - prohibits movement.
  2. Yellow - indicates an approaching train.
  3. Green - allows movement.

A block section is a part of the railway, limited at the entrance and exit by traffic lights. Signs are placed on the right side relative to the movement of trains. In 1 block section there can only be 1 train, which travels in automatic mode. Traffic lights take this into account and set the appropriate signal. Therefore, if there is a train in a block section, then at the entrance to the section the traffic light shows red. No other train will be able to enter the section.

Divide all railway tracks into block sections to prevent accidents!

A block section is not necessarily 1 way. If another path crosses a particular block, then that path will also be located within that block region. And if there is a train on the additional track, the entire section will be blocked, and entry into it from both tracks will be impossible. If you have a two-way road, then traffic lights need to be placed on both sides of the road.

Move railway stations to a separate block area. That is, entry and exit from the station should be limited by traffic lights.

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Passage traffic lights. For example, your path crosses another path. You carefully place traffic lights and limit areas with them. Let’s say the block section following the intersection turns out to be occupied. At the same time, the train will reach a traffic light, which limits traffic. This will block the area, including the crossing branch. Such blockages can be avoided by using drive-through traffic lights.

A traffic light consists of 1 light bulb, which can show 3 colors:

  • Red.
  • Blue.
  • Green.

According to the logic of operation, a through traffic light differs from a regular one in that it reads the state of the next block section or group of sections (if you have multiple forks). If the traffic light at the entrance is green, then the block section behind it and the next section will be free. If the next block section is occupied, the traffic light will be red. But if there are several block sections (for example, there are intersections) and one of them is occupied, then the traffic light will show a blue signal.

The blue signal is a smart signal. If the train intends to move to a free section, then it will pass. But if the train needs to travel to a busy area, it will stop before the blue signal. Experienced players have come up with unspoken rules:

  • If paths intersect or diverge, a traffic light should be installed.
  • If the paths converge, we recommend installing a regular traffic light.

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Deadlock situation. When building a complex railway network, you may encounter intractable situations. An example is shown in the picture above. One train makes a U-turn, and the second passes along the intersecting branch. Thus, the compounds block each other. Such situations should be avoided. If there is at least one intersection on the way where an unsolvable situation can happen with minimal chance, then sooner or later such a situation will happen, and the entire network will stop.

When designing, pay special attention to safety, and then only to the capacity of the path!

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An example of a roundabout on a railway (shown in the picture above). Passage traffic lights should be installed at the entrances and regular traffic lights at the exits from the block sections. This way you will avoid the deadlock described above.

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An example of a buffer zone in front of a railway station. Additional tracks may accommodate trains waiting their turn to enter the station. If you don’t create a buffer, a situation may arise where large freight trains lined up one after another at a busy station will block all traffic on the network. The length of the pocket should accommodate the longest cast of your net. A regular traffic light is installed at the entrance to each buffer, and a checkpoint at the exit.

Article author:

Yaroslav I. - editor-in-chief of the site Wise Geek, author of the very first articles. They laid down the basic principles for the development of the project. Has a huge gaming experience. They have completed more than 200 games on a personal computer, Sony PlayStation, Android and other gadgets. Currently, Yaroslav leads the development of the project and selects topics for new articles. More information about Yaroslav is available at this link.

Walkthrough of the game in pictures step by step (2024)
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