Factoria how to play. First steps in factorio. Factorio won't start

Hello! This article is for beginners in the game, it will tell you what to do and how. Today we will take the first steps in factorio!

So, the first thing to do is to examine the place on the map where you appeared. Since the map is randomly generated, not all places are equally useful :) What should I pay attention to?

  1. Availability of resources. You need coal, iron and copper ore in sufficient quantities. Also look at the stone, but usually you don’t need a lot of it, the main thing is that it be. For now, you can ignore the oil. Trees are usually full everywhere.
  2. Distance to resources. It is desirable that it is not large, since at first you will get tired of running from one field to another.
  3. The presence of a reservoir. Water is needed to cool steam generators, that is, to create electricity. It will also be used in some productions. That is, you need water, preferably not far from a coal deposit.
  4. Monster protection. Of course, it is difficult to assess your position in relation to the monsters from the very beginning, but keep this in mind. The easiest way to defend yourself is if you are on some peninsula, then you can simply fence off the passage with a wall. But that's how lucky. In any case, the attacks will not start very soon, so far you can not worry about it.


Thus, the ideal place is several rich deposits of all resources not far from each other and near a reservoir. Also, it personally pisses me off when the deposit is covered with forest and it has to be cut down. But, again, this is an unimportant factor; it will be necessary to wave the ax in any case.

Run a little on the map, determine where your resource deposits are located. The minimap will help you with this, resources are marked with different colors on it. By the way, the bright red color on the map is the nests of monsters, so far it is better not to go there if you are not a suicide. If the current map does not suit you for some reason, then press Esc, and restart.

We decided on the place. Now... you need to make an ax! Open the crafting window ("E" key), select the "Production" tab and by clicking on the ax with the mouse, scarf it. And two is better (since the first one can break at the wrong time).


Now you need to chop some wood. Usually this happens by itself in the process of going to the deposits through the forest. To chop, hover over a nearby tree and press the right mouse button. When you have accumulated wood, make yourself some wooden boxes. To make five pieces at once, click on the box in the crafting window right click mice. To make the maximum possible number of items, hold the shift and click the left button.



When you have boxes, you can start mining resources. Note that you have one mine and one stone stove in the hotbar. First you need to install a mine on a coal deposit and start mining. Select mine with mouse, place on free place with coal (you can rotate it with the "R" key). Now click on the mine with the left mouse button. The mine window will open. In it, you need to put fuel into the mine for it to work. For now, you can use wood and coal as fuel (other types will appear later). What to drown in general is all the same, the fuel differs only in the rate of combustion. You can put the remains of wood in the mine, or you can dig up some coal.



Well, the mine is functioning, but that's not all :) She will get the first portion and stop, because she has nowhere to put the new batch. That's why we need boxes. We take one and put it in front of the neck of the mine. Now everything, the process of coal mining is in full swing.



Now let's move on to metal. Take some Coal Mine Coal (from the box) and run to the iron ore deposit. On the way, jump on the stone and fill it with five pieces, it will also be needed. Get some iron ore from the deposit (nine pieces are enough for now). Now, next to the iron ore, place a furnace and click on it with the left mouse button. A furnace window will open, where you must put the ore (in the upper receiver) and fuel - coal or wood (in the lower receiver). After that, the furnace will start to bake :) And make iron sheets for you. When nine pieces are smelted, take them from the furnace (by the way, a maximum of one hundred pieces of the final resource can be stored in the furnace, then processing will stop).



So, you have nine iron and five stone, it's time to craft a mine! Open the crafting window, the loot tab, and get to work. Put the shaft on iron ore, put fuel into it, put a box for mined ore next to it (well, you already know everything). If necessary, run to the coal mine for coal.


So, you have a mine that extracts iron ore and a furnace that melts it into steel sheets. But for now, you have to put the ore from the box into the furnace, and take the finished metal from the furnace. I would like to automate this a little. Let's take care of this. To do this, you need to craft a couple of steam manipulators (on the logistics tab). Use your pickaxe to get the resources you need and make them. Now let's set the manipulators so that one takes the ore from the box and puts it in the furnace, and the other takes the metal from the furnace and puts it in another box. Put some fuel in both manipulators. Everything must work. Looks magical :)


First production chain

Now you only need to periodically come here, report fuel and take sheets of metal from the box. In the near future, these simple operations will be automated, but for now let's take care of other resources.

By the way, to see the contents of boxes and furnaces, as in the figure, press the Alt key.

Collect the necessary resources and make yourself a couple more mines, one stove and a few manipulators. Put one mine on a stone (don't forget the stone collection box). Put another mine and a furnace on the copper ore deposit in the same way as they are on the iron ore. Only here the final product of production will be sheets of copper.


Stone mining


This completes the first steps in the game. You have established the initial production of all resources, if necessary, you can add a few more mines and furnaces (at your discretion). Do not forget to report fuel to all your devices in time. Well, in order not to suffer with this, it's time to smoothly move on to.

But that's another story...

Thank you for your attention!
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Multiplayer itself appeared in version 0.11.x of the game and until now (0.12.32) it is playable only in networks with low latency (LAN). Those. the game between a player from Moscow and a player from Vladivostok will at least not be very pleasant, because the game takes the speed (tick-time) for everyone based on the largest delay between players. In any case, since version 0.12.0, the "lag hiding" function has appeared, which allowed the game to be smoother, without strong tick-time jumps.

Currently, the multiplayer in the game works according to the p2p (client-client) scheme, which means that there is no need for a server, although there is a game assembly, without graphical functionality (headless).

For any major functions (saving, logging in, etc.) the game is paused in order to be synchronized between all players. This means that if any of the players has the autosave setting once every 1 minute, then all players, even those who have this setting turned off, will save the game once a minute.

Any player can enter existing game by known IP address and port. When a player joins a game, the game is automatically paused and the player receives a card. In the event that the host of the game finishes playing, then the other players can continue to play ([untested] in single player) without interrupting the game.

Sometimes the game gets out of sync. The causes of desynchronization can be different, from packet loss in the network, to different versions mods. Prior to 0.12.30, the game only checked mod versions and did not check their hash, and some players could change the game and mod files without telling other players, which could very likely cause desync. When an out of sync occurs, the game is paused and all players download the map from the game host again, and after that the game automatically resumes.

content

Game via LAN / Internet

Online play is not guaranteed in the 0.11.x version of the game. The number of lags in the game depends on the connection speed and delays between all players. Since version 0.12.x, it has become more comfortable to play via the Internet. a "delay hiding" function has appeared, but it is still not ideal due to the p2p scheme, where worst connection of the players for all.

  • All players must have the same version of the game and mods.
  • It is advisable for all players, except for the host, to turn off autosave.
  • By default, factorio uses the port 34197 . The port can be changed.
  • Factorio uses protocol UDP so make sure your router is configured correctly.
    • The game implements its own packet delivery protocol, built on the UDP protocol, to reduce packet loss and problems with the order of packet delivery
    • Make sure you have a properly configured firewall and that your antivirus software is not blocking UDP packets.
    • The game host must have a white (visible from the Internet) IP address so that other players can connect to you.
    • You can also use various software that provides VPN tunnels between players. In this case, your network turns into a LAN over the Internet, which does not remove the delay problem, but removes the NAT problem. Impossibility of playing with 3+ players at the same time.
  • The theoretical limit of players is . :)

Voice chat

factorio server or why p2p

There has already been quite a bit of discussion about why the game doesn't use a client-server model. It was decided to leave the client-client model.

True, since the 0.12.x version, a headless assembly has appeared, which emulates the behavior of the server, but still is not, but simply becomes the host of the game.

PvP

  • Now (0.12.x) you can manually, via game console, change grouping] for each of the players. For example, for a player (in a single player game), you can change the grouping to "neutrals" with the following command:
/c game.local_player.force = "neutral"

Groupings

You can also create your own groupings (there can be 64 of them in total, including 3 native player, neutral, enemy).

/c game.create_force("force 1") Create a grouping called "force 1". "player" faction is used for all players by default "enemy" faction is used for biters "neutral" faction is special, it is not enemy, can interact with other factions and can be used by other factions as well. /c game.get_player("friend 1").force = game.forces["force 1"] Changes the faction of the player named "friend 1" to "force 1" /c game.forces["force 1"].set_cease_fire ("force 2", true) instructs "force 1" to attack another faction named "force 2", but not vice versa. /c for v in pairs(game.forces) do game.local_player.print(v) end list of all factions that exist in this world

So, the game is bought, the door is closed, the curtains are drawn and you are preparing for long hours to immerse yourself in the study of the fascinating world of nuts and gears, but are you ready for this? Especially in order to teach you how to navigate the game easier, we have prepared this guide.

The right choice of location for the Factorio base

At the beginning gameplay, the player should decide on the location of the future Factorio base. It is best to choose the place in which there are the most deposits of ore and other resources, such as: copper, wood, coal, iron, and of course, in the end, the choice of revenge deposit will be determined.

Everything would be fine, only the generation of the world occurs in random order. The player may be on the map, where everyone the right resources are close to each other. Well, maybe not lucky, the resource deposits will be located very far from each other.

When the player decides on the choice of the place of his main base, then he will then need to think about the first things that need to be crafted as quickly as possible.

Factorio craft

So, now about how your first crafts should happen. At the very beginning of the game, the player will have in his inventory the main things, namely: eight iron plates, one furnace, and one solid fuel drill. Now that the base is built, you need to craft an iron tool. To craft this tool, you only need four iron plates. Also, do not forget about the solid fuel drill, with which you can mine coal and ore. Coal is required for the stove, and iron ore can be turned into iron plates. In the future, thanks to such components, the player will be able to improve the solid fuel drill. Of course, if coal is not enough, then wood can be used as it.

Also, to save your precious time, the player can manually extract certain resources.

First buildings:
At the beginning of the game, the gamer may not worry that he does not have the building that he needs for electricity. Steam engines for beginners are the best, they perfectly cope with this role. Among other things, with the help of this facility, you can create laboratories in order to do research.

Before starting the construction of the first building, the player must make sure that he has in his inventory necessary resources such as: copper and iron ore, coal to support stoves, stone. If there are enemy settlements nearby, then you need to think about defensive buildings and structures. Small-caliber turrets are available at the very beginning of the game, they are great for temporary defense.

Factorio Automation

The first automation of Factorio occurs when the ore enters the furnace, and from the furnace the smelted ore is put into the boxes. The steam engine that runs the boilers is also powered by coal, without the player's participation. Manipulators also work in automatic mode. When the player runs out of resources mined from the Stone Furnace, he can build an Electric Furnace, which also works automatically.

04.01.2018

The entire manual has been rewritten, the text has been shortened.
Version guide FACTORIO 0.16.13 Released

Cheat codes

ALL COMMANDS SHOULD BE ENTERED IN THE CONSOLE (~)

1. Turn on/off Night. (False - Enable / True - Disable)
/cgame.always_day=true

2. Add items to the player in Inventory (Name - Item name / Count - Quantity)
/c game.local_player.insert(name="iron-plate", count=100)

3. Fill / Restore deposits (Coal, Copper, Oil) ((Point at the deposit and Register in the console))
/c game.local_player.selected.amount=7500

4. Speed ​​up the player's digging
/c game.local_player.force.manual_mining_speed_modifier=1000

5. Speed ​​up player crafting
/c game.local_player.force.manual_crafting_speed_modifier=1000

6. Enable "Peaceful mode"
/c game.peaceful_mode = true
/c game.forces["enemy"].kill_all_units()

7. Quick research
/c game.local_player.force.laboratory_speed_modifier = 1

8. Player color (RGB grid)
/c game.local_player.color=(g=50,b=200,r=200,a=.9)

Blueprints.

Drawing - fast way construction of repeating sections using construction drones and / or manually.

The drawing is free.


During the game, it is best to make drawings for yourself or borrow from anyone.
Even if you don't have drones, you can set up a markup and follow it.

To open the drawing window, you need to: press B or press 1 button under the minimap.

7 research pack drops when you launch the rocket. From each launched rocket - 1000 flasks


To begin with, you only need red bottles, since only a little copper and iron are needed to produce them. Make 20 of them right now and put them in the laboratory in the appropriate slot.

By the way, you can have as many laboratories as you like. And the more of them, the faster the research goes (naturally, if each laboratory has the required number of appropriate bottles).

Research


Now you can start researching. Press the "T" key and the study selection window will open.

On the left you see a list of all sciences in the game. Dark green indicates available for study, red - unavailable, and green at the bottom of the list - already studied (at the beginning you don’t have any). By clicking on any study, on the right you will see information about it: cost in bottles; requirements for study (that is, which sciences must be previously studied in order to access this one); access to what sciences is opened by the given and, at last, what objects the given research allows to make. If the requirements for studying science are met, then at the bottom you will see the Research button, clicking on which will start the study.

Keep in mind that this does not take into account the presence or absence of the required number of bottles. That is, if the science requirements are met, then the Research button will be available even if you do not have a single bottle. By clicking on it, you will start the study, but ... it will not take place (it will be suspended) until the necessary bottles are found in the laboratory.

What to study first?

First of all, study Automation and Logistics. This will give you access to building workshops, long and fast manipulators, as well as splitters and underground conveyors. You will need all this almost immediately after studying. Then there is Steel processing, which is needed to obtain steel and steel chests (with increased capacity).

When you start studying any science, in the laboratory you can observe exciting process bottle recycling. Also, the name of the studied discipline and the progress of the study will appear above the mini-map. Periodically monitor this indicator and if it does not move forward, then the laboratories have run out of bottles - your intervention is needed.

This is a matter of strategic planning and your style of play. You can follow the research branch to oil refining, electric furnaces. You can to robots and trains. There are many options. But keep in mind that in order to study more advanced sciences, you will need bottles of different colors very soon.

And almost immediately you realize that making bottles by hand is not an option. So it's time to automate the creation and delivery of red bottles in the laboratory!


The laboratory can transfer bottles to other laboratories using manipulators.

Craft red bottles

In fact, there are three options for developing your infrastructure:

Modular. When you allocate some area of ​​production for the performance of a single task, for example, the production of bottles. At the same time, only initial resources come to the input of the module, and you produce all the intermediate parts inside the module directly where they are required.

Conveyor. This option, in contrast to the modular one, implies that each part is produced only in one specific place, and it goes to all places where it is required for further production through conveyors (well, or in other logistical ways).

The mixed version combines the two previous ones. At the same time, conveyors operate within one module, which deliver the necessary parts to many places, but they do not go beyond the module.

Let us explain the dry text with a specific example of red bottles.

First, let's look at the modular version. So, our raw materials are iron and copper, the intermediate product is gears. One module for production might look something like this:

What do we see? There is only one input conveyor, supplying both copper and iron at the same time, the intermediate product is produced on site and transferred directly to the place where it is needed. The output is red bottles. Simple, compact.

You can slightly modify this design:

Since gears are produced quickly and bottles slowly, it is logical that there can be several bottle shops for one gear shop. The meaning here remains the same.

Pros:
1. Compactness (relative to other options)
2. Simple logistics (no need for bulky conveyors)

Minuses:
1. When expanding production by adding new modules, gears will have to be made anew in each module, with all the ensuing consequences: energy costs, extra workshops, etc.
2. If gears are needed somewhere else (for example, in the production of green bottles), then they will also have to be made on the spot. That is, the production of intermediate goods takes place locally.

Now consider the pipeline method. How it might look:


What's the Difference? In fact, we see two productions here: gears and bottles. They exist separately from each other. Each has its own input pipelines and one for the output. At the same time, the gears go to the main conveyor, from which branches go to the places where they are needed, in this case, to the production of red bottles.

Pros:
1. It is easier to expand production by adding new workshops (relative to the modular method).
2. Centralized production of goods, that is, we know exactly where they are produced and where they can be taken, if necessary.
3. In general, due to centralization, more economical use of resources and energy.
Minuses:
1. Complex logistics (huge, long conveyors of resources and goods through all production).
2. It is difficult to correctly design and calculate the desired production configuration
difficulty in calculating the required number of parts that may be required later in production.

Here's what a piece of assembly line production might look like in practice:


There is also a mixed method of production, in which you can try to combine the advantages of both methods and not fall for their disadvantages. The production of red bottles by a mixed method may look like this:


Very similar to the pipeline method, but with the difference that intermediate parts (gears) do not go beyond this production. That is, in fact, we use a modular method, increasing the size of the modules to the scale of the production of individual final products (in this case, red bottles). And inside these modules we use a conveyor method of production. As a result, we got a little more savings, a little less simplicity, in general - the middle half.

How exactly you implement the production of red bottles is up to you! All methods have pros and cons, all are not perfect.

Weapons and base defense.

It's usually pretty safe early in the game. If there are no nests directly next to you, then the monsters will not come for quite some time. You may be able to evolve to laser turrets, and you will never see the local fauna.


Now we will take a few simple steps so that at first we feel more confident and not die from a chance meeting with the natives.


Look at the mini-map. Nests are marked in bright red color on it - habitats of living creatures. Try to avoid going there without being properly prepared.

By pressing the "M" key, you will open the map in an enlarged version.

Radar

If you haven't built a radar yet, build it now!

It is located in the Combat tab and for its manufacture you will need iron and copper.

The radar will scout new territory at regular intervals, which is very useful - you will know where the enemy is, and you will also see resource deposits. So far, it makes no sense to build more than one radar, since its action is not critical for you - and, not least, the radar hits the energy quite noticeably at the beginning of the game, since it needs 300 kW of energy to operate .

Machine.

In order for it to become available, you must learn the science of Military. We make the machine gun from iron and copper and it will allow you to shoot bursts, fighting off all sorts of villains. There are two firing modes. The first one is automatic , press the spacebar and the machine itself shoots if it sees an available target (that is, it is not necessary to aim). Recommended against several fast opponents. Second mode - aiming , move the mouse cursor over the target and press the "C" key. The machine in this case shoots only at the selected target. This way you can destroy specific monsters, nests and stones on the road.

For a machine gun you will need some ammo. Make them bigger, as they will have to be used in turrets too. You will need a hundred or even more rounds.

Later, armor-piercing cartridges with increased lethal force will become available to you. They are not cheap, so use wisely. It makes no sense to put them in ordinary turrets, you can use them yourself, or load them into a tank.

Shotgun.

He is good. But it's not always good, and it's good when pumped up by research. Make it yourself when there is an excess of materials (iron and copper). Don't forget that shotguns require special ammo, submachine guns won't work here. And also with a shotgun it is good to clear the forest for buildings.

You can switch between different weapons with the "TAB" key. Before that, do not forget to put the weapon in the appropriate slot on the bottom right.

Armor


To protect yourself, learn Armor crafting and make yourself iron armor. It will give you some protection and will allow you to hold out longer in a critical situation.

Turrets


The next thing you need to do is learn the science of Turrets. And start riveting these turrets in an amount of at least 5 - 10 pieces. To build them you need iron and copper. The required amount depends on the distance between your buildings and the number of nests in the area.

arrangement


You need to identify a few key points for yourself, the damage of which will lead to a crash. Usually this is the extraction of electricity (everything will stop without it), iron smelting, mines. Place 1 - 2 turrets at these points and do not forget to put cartridges in them (10 pieces each). You can also try to identify strategic points where guests can generally come running. Such points are determined depending on the position of the nests and the terrain (presence of water bodies). By placing a turret at a strategic point, you can block several directions for attack at once.

Preparations are complete. Now, if your possessions are attacked, you will hear an alarm and see an exclamation icon to the right of the quick access bar. If it is yellow, then the turrets shot the enemy without question. If red - the attackers managed to damage your buildings. You can see the same signs on the mini-map, so you will know where something is wrong.

After several attacks, you will already know where to expect trouble. You can fortify these areas by placing a few more turrets there and don't forget to put enough ammo in them. If the cartridges run out, then they will become easy prey for the enemy.

To begin with, such a defense is quite enough to deter enemies. Then you will have walls, gates, laser turrets, several types of weapons and even a tank!

Production of green bottles. Fast and clear.

Iron flows like water, sciences are studied and red bottles are crafted automatically. A good start, but very soon the list of research available for red bottles will dry up.

For further study of sciences, you will need green bottles (and then blue ones, etc.). Now we will deal with the issue of the production of green bottles closely.

Let's look at the green bottles. For their manufacture, we need iron and copper. You also need at least six assembly shops, of which at least one must be of the second level, because. the workshop of the first level allows you to assemble things from a maximum of two components, and we have three components are needed to assemble manipulators: iron, gears and microcircuits.


Here, three workshops produce bottles directly. Please note that there are fast manipulators near the gear production workshop. This allows enough gears to be produced so that other shops do not have to wait.

Another building option:

Here, pay attention to the looped conveyor. To his left, two smart manipulators are picking up surplus fabricated conveyors and manipulators and storing them in chests. Thus, you will always have the necessary stock of these very often required items.

You can limit the number of stored items by going into the chest, clicking on the cross on the right and selecting the desired number of slots.

The chest will now have a limited capacity:


All these options implied the creation of a separate module for the production of green bottles. You can go the other way, using the conveyor method of production. This option will be more difficult and take up more space, but there are also advantages. See how you can still implement production:

Production of gears, wires and green circuits.
Production of conveyors, manipulators and green bottles.

On the top screenshot you can see the production of gears, wires and green chips; on the screen below - the production of conveyors, manipulators and green bottles. General features:

the use of two pipelines at the output, which are then combined into one.
fast manipulators, fast conveyors and second level workshops where needed.
conveyors are looped (this is not visible in the screenshots), surplus products are stored in chests.

Oil production and oil refining. Part 1

Once you have established the production of red and green bottles, research should be in full swing. And very soon the moment will come when you need oil.

We can say that when you start oil production, the initial stage of the game is over for you and the midgame begins.

Oil production in factorio is a fairly simple topic, but it can cause some difficulties for beginners. Therefore, here we will write detailed guide for oil and oil production in factorio.

Why is oil needed?


Oil is needed for the production of plastic, batteries, and thus, indirectly, for the production of such important things as batteries, electric furnaces. And, much more importantly, oil is needed to produce blue bottles, without which further research will be impossible.

Thus, the extraction of oil and its derivatives is an integral and very important part of factorio and you cannot do without it.

Research needed for oil production


First things first, you need to study oil processing (oil refining). For this research to become available, research Steel Processing first. oil processing . This research is basic, it gives access to the construction of oil rigs, chemical plants, oil refineries; makes available the main types of industries using oil, and also opens up access to further research in this area.

Study fluid handling (hydraulics) you need to be able to make tanks for storing both the oil itself and its derivatives (and in general any liquids). Be sure to learn because without tanks, oil production will look very sad.

Science Sulfur Processing (sulfur treatment) and Plastic (plastic) are needed respectively for the production of sulfur, sulfuric acid and plastic. All these components are very important and you will need it very soon, so do not delay with these studies.

Advanced Oil Processing (advanced oil refining) - research to improve the efficiency and speed of oil refining in general. This research needs to be studied clearly. But there is one caveat. Blue bottles are needed to study it, and oil is needed to produce them. So save this research for later, but do not forget about it and be sure to study it as soon as you have blue bottles.

Oil on the map. Search for deposits.


So, let the sciences be studied, but we need to find oil deposits and decide where and how much we will produce it.

Look at the map first too. Oil on it is indicated by dots of a characteristic purple color.
Location of oil on the map..

In fact, in the world, underfoot, oil looks like a blot of liquid or brown snot.


You need to find a place where there are several such deposits nearby, at least 3 - 5 pieces. It is also very good if there is water nearby, it will be needed in some processes of the oil industry. You will also need iron, copper and coal to produce sulfur, plastic and batteries. And of course, you need a certain free space to accommodate the entire production.

In principle, if your oil fields are located far from the main production, you can not pull conveyors with iron and coal here, but, on the contrary, lay a pipeline with gas (or oil) there. It's up to you to decide

Oil production.


To extract oil, you will need several (namely, as many as you have oil fields) oil rigs. Their production requires iron, copper and steel. It is easier to make them manually, since the number is still not large, although it takes some time.

Also make some oil storage tanks and pipes in sufficient quantity (both conventional and underground).

Please note that the construction of pipelines makes the terrain impassable, that is, running through the pipes will not work. That's why remove all unnecessary and too long pipes underground. So it will be much easier for you to move around and approach the right place.

Install oil rigs on oil fields (they are highlighted in green). Keep in mind that they can be rotated, so rotate the towers so that it is more convenient to connect them with pipes.

Then install the oil tanks and connect them to the oil rigs.

It remains only to supply electricity to the towers through the wires and the oil will flow in a stream

Oil production

Now you need an oil refinery. Or two. For their production, in addition to iron, copper and steel, bricks are needed, so take care of their production in advance. Especially since bricks will come in handy in many other places.

Place factories near oil tanks and connect pipes to them. Bring on the electricity.

Note that the refinery has two entrances (put oil there, enough in any of the entrances) and three exits. At the output of the plant, we get three different components: heavy fractions, light fractions and gas. No need to connect pipes with different components to each other, nothing good will come of it. Combine gas with gas, light fractions with light fractions, etc.

In order for the plant to work, you need to go into it (by clicking the left mouse button) and select the production mode. Since you have studied only the initial processing of oil, only it will be available. At the same time, out of ten units of oil, 3 units of heavy fractions, 3 units of light fractions and 4 units of gas will be obtained.

When you learn advanced oil refining, you will be able to switch plants to it. In this case, out of ten units of oil, 1 unit of heavy fractions, 4.5 units of light fractions and 5.5 units of gas will be obtained. But! Please note that for this, water will need to be supplied to one of the inputs of the refinery!

Now make some storage tanks for processed products and connect them to factories. You will see that the tanks will gradually fill up.

Important points.

Of the three products you need the most gas. It needs a lot. In fact, heavy fractions are needed only for the production of lubricants. Light fractions are generally for nothing. And gas is needed everywhere and in abundance. This, by and large, is the meaning and necessity of studying Advanced Oil Processing, since it will allow the production of gas in a larger proportion. Besides this science will make it possible to distill heavy fractions into light ones, and light ones into gas.
If the tank runs out of space(no matter in which, for example, in a tank with heavy fractions), then oil refining will stop, even if there is room in tanks with other products. Therefore, monitor the level of products in the tanks, and be sure to recycle the excess.

Chemical industry.

And now you have established oil production and oil refining. Now we need to take on the chemical industry. To do this, you need to make several chemical plants.

What can be done? Anything your heart desires For example, plastic:

We bring gas, coal, electricity to the plant, set the production of plastic inside and only manage to store it.
The lubricant itself is used later in other industries, for example, for the manufacture of engines.

What to do with heavy and light fractions.


Most likely, you will not have enough gas. You will have much less of it than heavy and light fractions, because it is used in a large number of industries.

But what to do with heavy and light fractions? After all, they will fill the reservoirs very soon and oil refining may stop.


As mentioned above, heavy fractions can be used to make lubricants. But this is not enough.

There is only one way out (in addition to increasing the capacity of the tanks): to make solid fuel from heavy and light fractions. This is also very easy to do and you only need chemical plants:
Production of solid fuels from heavy and light fractions

We feed the appropriate fraction at the input, at the output we get a gray cube, which is solid fuel.

Solid fuel can be used wherever fuel is needed instead of wood and coal. For example, in steam generators, in a car and in a tank. All in all, solid fuel can be considered some alternative to coal.

When you learn advanced oil refining, you will be able to process heavy fractions into light ones, and light ones, respectively, into gas. And this will truly be a step forward, because you not only get rid of unnecessary fractions, but also get the gas you really need.


It will not be difficult for you to make such processing. For example, here is a fragment of production, where light fractions are processed into gas in chemical plants:

Uranium mining requires sulfuric acid. .

The first step in the production of uranium takes place in a centrifuge, which creates Uranium-238 (hereinafter U-238) and Uranium-235 (hereinafter U-235) in a certain percentage. Most of the time you will get U-238, but occasionally U-235.

When you get the U-235, you can turn it into a uranium fuel cell that will go into a nuclear reactor.

The reactor heats up and transfers heat to the heat exchanger, using heat pipes.
The heat exchanger takes in water and discharges steam, which goes to steam turbines that generate power.


The centrifuge can also do other processes that are useful in mining U-235 and recycling burnt fuel cells into U-238.

You can make uranium cartridges and tank shells from U-238 .

The U-235 can be used to craft rocket launcher warheads that will obliterate everything in a ~50 block radius per shot, including you if you don't run away.


The steam exits the heat exchanger at 500 degrees, which is the maximum for a steam turbine. For comparison, the steam engine can only make steam up to 165 degrees- what produces a normal boiler (boiler). That is, if you use a steam turbine with a conventional boiler, it will work, but with terrible efficiency. The same story with the steam engine and heat exchanger works, but a lot of heat will simply be lost.

Alien cones (They are no more.)

Sometime you will need new flasks - Alien flasks.
They are needed to research new technologies.
First of all, to open these Cones.
We need to study the technology "Alien technologies".

Alien Tech is a key tech that unlocks the ability to research and improve many technologies by unlocking the production of the Alien Research Pack. It also opens up access to technologies that improve the character's weapons.


This technology unlocks technologies such as:
  • Speed ​​module 3
  • Production module 3
  • Optimization module 3
  • Energy armor
  • Energy Armor MK2
  • Portable fusion reactor
These cones no need automate.
Because these flasks require 1 alien artifact, which is not craftable.
It must be mined from the nests of monsters.

An alien artifact is a resource for which automatic mining cannot be established, since the only way to get it is to destroy enemy nests (spawns). Therefore, it is quite rare.

The number of dropped artifacts from different nests is random.

Required to create high-tech devices, as well as when creating an Alien Research Pack for researching high-level technologies in the Laboratory


This game is another very interesting beta from the point of view of mechanics, which at the same time represents a kind of programming language.

And here the fun part is the learning curve and interfaces. Let's go through these moments, since there are excellent finds.

You play as an engineer who wakes up on an unfamiliar planet. near the ruins spaceship. Since you are an engineer, and not some agronomist, instead of space potatoes, you have to develop technology and assemble a rocket from scratch. In general, the old good game, described by Vernor Vinge - "restore civilization in the shortest possible time."

The first task is to use Bronze Age technology to obtain pre-industrial ones and then assemble a tin radar to find the main part of the ship. Then - get there by some kind of vehicle. There, pick up the computer core and get access to all the data on how to properly make rockets, armor-piercing cartridges, space suits and other trifles important for survival.

The very first thing that surprises you to the point of madness is that this is a strategy where main character plays for scroll. Seriously, your character in the center of the screen is always the focus of input, attention and interest. Instead of depersonalizing the game, you get an assembly shop with inventory on legs. Engineer! As it quickly turns out, our engineer also knows how to shoot. It turns out a kind of hybrid of Crimson Land (10%) and a simulator of the reconstruction of the domestic auto industry (90%).

So, the point. There are basic resources - coal, stone, copper, iron, water (later added knowledge of oil and solar energy). The task is to assemble the rocket. Using only your hands at the start. Unlike regular craft&explore games ( best example from the relatively recent one - Radiation Island for tablets), here the main interest is shifted to assembly line production and automation of everything that your character cannot reach with his hands.

And there are so many resources that he simply cannot do everything with his hands. Even to prepare an ordinary steel beam, you need to sweat a lot - discover the principles of steel processing, organize metal remelting, assemble a furnace, provide fuel supply (that is, excavate a coal deposit), and so on.

Fortunately, our character does not sleep, does not eat anything, quickly recovers from injuries himself and knows how to assemble almost everything by hand, including complex microcircuits. True - with linear speed.

Then the first stage begins - you manually make some iron plates, bricks and so on, and assemble the first automated line that mines ore and digs coal. Plus master the steam electric motor. At the exit from the first stage - a conveyor belt with iron plates, copper plates and a wire with real current. From this you can already collect anything.

The science tree is huge:

Then you explore automation and start making lines for assembling various necessary things - conveyor belts, manipulators, assembly machines, scientific packages. In general, everything. It looks like this. On the image - the simplest example:

The blue ribbon on top is the incoming iron ore, which is placed in the furnace by manipulators, then melted into an iron plate. Then it is unloaded from the oven by manipulators onto another belt. On the other hand, copper plates fit. The purpose of the assembly study is to get red microcircuits. To produce a red chip, you need green chips, a cable, and steel plates. The cable needs copper. The green chip requires a cable and a steel plate. Everything is simple.

Of course, with legacy-driven design, the situation can get a little more complicated:

By the time you need the force fields, the base will start to look like this:

By the way, pay attention. how beautiful everything smokes and pollutes environment. The planet is inhabited (and not only by you), and the local biters and spitters (functional names) don't like to smell your smoke at all. They come to bite and spit, respectively. Therefore, you are still playing with them in "kill them all and destroy their nests." Often it looks like this:

And here is a sketch from the last levels of Crimson:

The planet looks like this:

Red in the center is your base, polluting nature. The red clusters around the edges are the nests of the "Zerg", they need to be weeded from time to time if the Zerg climb to the base. From the edge of the desert, a mining outpost with oil can be seen from above. In general, a distributed base and communications are one of the important facets of the game. For example, you can play Transport Tycoon:

Or build a network on flying drones:

Another thing that is important to us is the equipment of your spacesuit. Force shields, exoskeleton legs, batteries, drone station, night vision device, reactor, shoulder turret - a bunch of everything:

Once you get the hang of it, the weirdest part of the game begins. Namely - automation of automation or refactoring. It turns out that not only the “Hello, world!” train sizzling with brakes, not only the destroyed nest of biters, but also how you remake all processes so that they go without your participation can deliver wild pleasure.

In general, here we need to digress a little and say about how the downtime of the game is distributed:

  • At the very beginning, you do everything with your hands, just like in regular crafting games.
  • In the middle, the speed of building the base is balanced with the speed of obtaining new toys from autolabs, so there is something to do. If not, you can run through the bushes and play pranks on animals.
  • In the later stages it gets a little boring, but if at least something goes wrong at least somewhere - you have to run and rule. And here is the question of what can go wrong. There are a lot of examples: the conveyor is clogged and new goodies do not climb on it, for some reason there was a delay with microcircuits, biters gnaw at the radar, somewhere there are not enough blue science packages and their production needs to be expanded - and so on.
That is, you play development and support of a large project. True, individual. But the unforgettable feeling of debugging remains throughout the game. So here it is! You open wireless control and drone networks. And this changes a lot of things in the approach - if before that you had only loop tools, now conditions appear. And with the development of construction drones and blueprints, an almost complete von Neumann machine.

And the refactoring of the base begins: to hell with non-renewable energy sources, endless oil and the sun rule. To hell with bulky production lines, everything can be simplified. To hell with overloads and underloads - now everything works like a clock. From this, the feeling of “Works like a clock” can drag on endlessly. For the first time it occurs when unloading an automatic train, and then appears with the development of the logical network.

The result of the game is a flying rocket. But the real joy is in the sandbox, which allows you to create any kind of garbage, such as music boxes. Here the guy got up and “wrote” programmable speakers based on the combinators of the production logical network:

UPD: And graninas assembled his processor in general.

Well, the most interesting thing is still the learning curve. To start playing Factoria for the first time, you need to get a lot of information - from what works and how to base building patterns. The issue is solved brilliantly: you find someone else's base with two outposts, figure out how it works, and repair it. At the same time, bury the fallen humanitarian colleagues who built it (actually, no, they were devoured by biters).

Each individual mission is short, has a specific goal and pleases with action - after the very first campaign, you want something else. And there is a row logical tasks, sandbox and whatever.

In general, this is very strange game. strange theme that you have to work and farm in it - but at the same time you play. Strange in that it is necessary to debug processes: everything always goes wrong, but you have to follow. But amazing themes, which shows how important complexity is: what can be done by hand for an hour is put on stream in the same time, and is done by thousands. And on top of this, another coil is wound. And further. And further. Until all this is difficult to grasp consciously. In the process, it directly leads to the idea that robots should make other robots more difficult, and so on.

All in all, another interesting course. Which instead of traditional training. At least in terms of circuitry, because the whole card is this board, and you trace your buildings and drawings of their combinations on it, like “red microchip production unit”.