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Factorio Guide
Factorio Guide
Table of Contents
Introduction
01) How to use this guide
INTRODUCTION
02) Game options and map
settings
03) Initial observations
04) Collecting resources
05) Belt and inserter mechanics
06) Establishing power
07) Automation
08) Science
09) Pollution
10) Trains
11) Liquids and oil processing
12) The logistics system
13) Modules
14) Circuit network
15) Enemies and combat
16) Additional information,
setups, and builds
17) Mods
18) Item index
19) New Features of 0.13
You will be mining resources, researching technologies, building infrastructure, automating production and fighting enemies. Use your
imagination to design your factory, combine simple elements into ingenious structures, apply management skills to keep it working and
finally protect it from the creatures who don't really like you.
The game is very stable and optimized for building massive factories. You can create your own maps, write mods in Lua or play with
friends via Multiplayer.
The ingame tutorial: this series of missions leads the player through basics of the game. However it hasn't been updated in a while
and also it doesn't touch any of the more advanced topics. Basically leaving the player to explore the game on his own.
The Factorio wiki: at the moment this is a completely community driven source of information. Unfortunately there is not a clear
direction and product owner for it. The result is that a lot of information is missing, inconsistent or old.
Youtube videos: they are often enjoyable to watch. But the sheer amount of them might scare off most of the new people.
There are other places like Factorio forums, dedicated subreddit or other small comunities.
With the above in mind, the purpose of this guide is to bring Factorio closer to people new to the game. Hence the content is aimed at
Beginner and Intermediate players.
This is not a reference or step-by-step manual. An overview of all the main concepts in the game is given with basic explanations,
accompanied by screenshots from the game, useful tips and sometimes links to other resources.
We are commited to improving the in-game tutorial and possibly also adding mini missions to help understand game concepts by
playing with them. But before that happens this guide is probably the best resource to consult when starting with the game.
Credits
Copyright © 2016; All rights reserverd by Wube Software Ltd.
This guide was originally written by Chris Walker a.k.a. Xterminator on Youtube.
Starting with 25th Feb 2016 this guide is developed by Wube Software Ltd. (creators of Factorio). This guide is very much a Work in
progress. We are in process of reviewing the guide, updating the screenshots, rephrasing sections, etc. The reason why we release a
work in progress is that we believe that the guide already brings a lot of value to new players.
If you have any comments, typo reports or suggestions regarding the guide, you can either contact us by email at
support(at)factorio(dot)com or create a post at the dedicated section at our forums.
Introduction
01) How to use this guide
HOW TO USE THIS GUIDE
02) Game options and map
settings This guide is organized to try and cover all the major areas or
03) Initial observations objectives in the game without going into every single detail but at
04) Collecting resources the same time trying to convey all the most important information
05) Belt and inserter mechanics about each topic. Not every single thing is covered here simply
06) Establishing power because it would make the guide far too long, and because a lot of
07) Automation the fun in Factorio is experimenting and figuring some things out for
08) Science yourself. Consider this guide as a reference for when you get stuck,
09) Pollution or as an initial starting point so you can go into the game with some
10) Trains knowledge.
11) Liquids and oil processing
12) The logistics system The sections of the guide are arranged mostly chronologically in the
13) Modules order that that you will get to them in the game. So as you would
14) Circuit network guess, as you get farther into the guide it becomes more advanced
15) Enemies and combat and would require a higher level of experience in order to
16) Additional information, understand what is being shown and talked about. If you read from
setups, and builds the beginning though, you shouldn't really have a problem
17) Mods understanding what is going on in the later sections. Each section is
18) Item index linked in the Table of Contents, so if you click on it in the ToC, it will
19) New Features of 0.13 jump to the page where that section starts, so it should be easier to
find what you're looking for.
For information about specific items you can look at the Item Index
which lists every item in the game followed by a short description of
what it is or does. The Item Index is arranged exactly how it is
shown in the game to make it easier to find things.
If you are looking for setups and builds for certain items, such as
some good Circuit Builds or more Train unloading/loading stations
you can check the Additional Information, Setups & Builds section.
Introduction
01) How to use this guide
GAME OPTIONS AND MAP SETTINGS
02) Game options and map
settings
03) Initial observations
Options
04) Collecting resources Factorio has quite a few settings you can play around with to customize things how you want. There are multiple audio settings, and
05) Belt and inserter mechanics you can either play in a fullscreen or windowed mode. You can also customize all the hotkeys and shortcuts used in the game, its a fair
06) Establishing power idea to have a brief look over this menu before you start a game. Some of these key mappings won't quite make sense right away
07) Automation though, but over time you will learn how powerful some of them can be.
08) Science
09) Pollution
10) Trains There is a tutorial produced by a community member which goes over some of the more useful Hotkeys and Shortcuts
11) Liquids and oil processing
12) The logistics system
13) Modules Below is an overview of the default keybindings in the game.
14) Circuit network
15) Enemies and combat
16) Additional information,
setups, and builds
17) Mods
18) Item index
19) New Features of 0.13
There are a large amount of other options available in the game, such as graphical settings, audio configuration and other game
settings.
Map Settings
When you go to start a new game, you will be brought to the Map generator menu, where you can customize different settings and
parameters about the map before you start.
One useful setting for beginning players is the Peaceful mode checkbox. The default setting is off, meaning the enemies in the game
will aggresively attack your factory based on how much pollution you produce. When peaceful mode is enabled, they will not directly
seek out to attack you, and will only become hostile if you attack them first. This setting is useful for learning the game for the first time,
as it reduces the chance of a devastating attack while you're still learning the game
Two other important options are the Starting Area, Map width and Map height. The Starting area size determines how much space
around your spawn location in which the enemy bases will not spawn. Setting this to large is reccomended for new players, at it allows
more breathing room before initial enemy attacks, and more space for early expansion.
The map width and height determine the size of your generated map. By leaving these empty the world generated will be practically
infinite in size. Some players enjoy the challenge of a limited map height or width, but mostly these are left blank.
The columns defining 'Frequency', 'Size' and 'Richness' are used to customize the way these resources spawn. Frequency determines
the probability of a resource patch, Size determines its size, and Richness is used to calculate how many resources are in each patch.
Note that setting enemy bases to 'None' will leave you unable to research all the technologies in the game, as they require alien
artifacts, which can only be acquired through the death of a enemy spawner.
There is additional information and deeper study on the map settings available on the Wiki.
Introduction
01) How to use this guide
INITIAL OBSERVATIONS
02) Game options and map
settings After adjusting your map settings and hitting "generate" you will be
03) Initial observations spawned into the world, and greeted by a message with a short
04) Collecting resources explanation of what happened, where you are, and your end
05) Belt and inserter mechanics objective. Once you have read it, just hit TAB to close it and you can
06) Establishing power start playing.
07) Automation
08) Science It is important to make some initial observations of the map and your
09) Pollution surroundings, since the map is randomly generated, it is possible
10) Trains you have been given a starting area with a poor resource
11) Liquids and oil processing distribution. If you have spawned on an island, you should go ahead
12) The logistics system and restart the map, there is currently no way around this (minor)
13) Modules issue. Look around and try to locate the 4 basic resources needed;
14) Circuit network Iron, Copper, Stone, Water and Coal. Oil will become a much
15) Enemies and combat needed resource later on, but it isn't essential at this time.
16) Additional information,
setups, and builds
17) Mods
18) Item index
19) New Features of 0.13
■ ■ ■
■ ■ ■
Enemies Coal These are important later:
■ ■ ■
Trees Iron Player Buildings
■ ■ ■
Oil Stone Transport Belts
The first thing I would suggest is to open your map(M), and take a
look around to see what resources have been generated in the
area. You can tell what is shown on the map by their color.
If you see that one or more of the resource types are not in your
immediate vicinity, theres no need to restart right away. Even if you
have the enemies turned on, there is still a good amount of room
around the starting area to work with. So regardless of whether you
have all the resources or not in the currently revealed area, you
should take a walk around in all directions to see if there are
additional resources not in the initially revealed area.
It's also good to walk out far enough until you can see the first
enemy bases in each direction. Another thing to pay attention to is
the landscape itself. Trees are nice visually and slow down your
pollution spread, but they can also be a hassle to clear out. So it's
beneficial to have an area with some trees, but not so many as to be
completely surrounded.
After taking these initial observations, you should decide if you want
to stick with the map you have been given or restart and re-roll the
dice. It's difficult to find a perfect map, so don't worry too much
about making it ideal.
Once you have found a suitable map, then it is time to think about
some building strategies, and collecting your first resources. This
will be covered in the next section.
Introduction
01) How to use this guide
COLLECTING RESOURCES
02) Game options and map
settings Raw Wood Now it is time to start gathering resources, and to begin the early stages of building your factory. You will
03) Initial observations need Iron, Stone, Coal, and Copper (You won't need much copper right away). Iron is the main resource
04) Collecting resources you will need, you can never really have too much of it, especially in the early game where you will need it
05) Belt and inserter mechanics Iron Ore to produce nearly everything.
06) Establishing power
07) Automation This early stage of the game is commonly known as the Burner Stage, and is pretty simple and isnt' too
Copper Ore difficult to learn. You will use the Burner Miners to mine the resources, and then Stone Furnaces to smelt
08) Science
09) Pollution the Iron/Copper ore into plates, and the Stone into bricks. The Burner Miners are simple machines that
10) Trains require fuel (coal or wood at this stage) to run. They mine the resources automatically with no additional
Stone
11) Liquids and oil processing input from you, as long as they have an output and fuel.
12) The logistics system
The ore is outputted from the Mining drill in the direction the arrow shows (in alt view), and will drop onto
13) Modules Coal
the ground tile, onto a transport belt or into another entity if it is at that position. You can see that the ore
14) Circuit network
can be inserted directly into a furnace by just facing the miner towards it and placing the Stone furnace right
15) Enemies and combat
Water against the miner. For an easy, Iron and Copper smelting, put some burner miners down on top of the ore
16) Additional information,
patches. You can then put a furnace in front of the miner, put some fuel in it, and the ore will be smelted
setups, and builds
into plate.
17) Mods Crude Oil
18) Item index Stone is also needed early in the game, but stone bricks are not. So for the stone patches it's reccomended
19) New Features of 0.13 to have the miner deposit directly into a chest intially.
With coal, it isn't needed to smelt it or refine it any further than it already is, so you
just mine it and use the Coal directly. There are two methods for mining and collecting
it. Either do the same as you did with the stone and just have it inserted directly into a
chest, or use a little trick illustrated in the picture above.
Notice how the miners are all facing each other with their outputs. This allows the
miners to output their coal into the next one, and keep it running. This works well
because it gives the miners a constant supply of fuel, and allows them to work
indefinitely. You can then take some of the coal from the fuel slot, for use in the other
burner machinery.
Once you have enough iron you can craft some transport belts and burner inserters,
and further automate you production, as this example shows
Once you have enough iron you can craft some transport belts and burner inserters, and further automate you production, as this example shows
This covers the basics for this very early stage of the game. The main goal at this time is to secure enough iron plate to expand your
automation in the coming stages of the game.
Introduction
01) How to use this guide
BELT AND INSERTER MECHANICS
02) Game options and map
settings
03) Initial observations
Belts
04) Collecting resources This may very well be one of the most important sections of this guide. Transport Belts and Inserters are the key components that will
05) Belt and inserter mechanics allow you to truly automate things in Factorio, and once you really learn how they work the possibilities are almost endless! However,
06) Establishing power understanding the little quirks and intricacies of these items can be a bit confusing sometimes. So without further ado lets get into how
07) Automation Transport Belts and Inserters work.
08) Science
09) Pollution Transport Belts do what their name might indicate and transport items around. They have two "lanes" or sides in which items can travel
10) Trains on, so you can have a belt full of one type of resource taking up both sides, or you can have two separate resources with one in each
11) Liquids and oil processing lane:
12) The logistics system
13) Modules
14) Circuit network
15) Enemies and combat
16) Additional information,
setups, and builds
17) Mods
18) Item index
19) New Features of 0.13
You might be wondering how you can get two different resources on a belt. Well there are many ways to do it. You can do it with
Inserters, or via side loading/side merging. When you have a belt moving in one direction, and make another belt run into it from
another direction, all items from the second belt will go onto the close side of the first belt that it hits.
Each belt has two sides, you can different
items on each side. You can limit a belt to Underground belts can be used to
only one side using 'side loading'. bypass obstructions in your path.
There are applications for this sometimes, for example, if you want to do a mixed smelting area where you use Smart Inserters to sort
the items but that is fairly complicated and I won't get into that in this guide.
This pretty much covers it for the basics of Splitters. Obviously you can do very complicated balancers and splits if you want.
Here is a Reddit post by a very experienced player that goes over multiple balancers and splitting designs that are all great
Inserters
Inserters are a very integral part of Factorio, because they are what allow you to actually
have things automatically moved into Assembling Machines or chests or onto Transport
Belts. There are five types of Inserters and each one does something a little different, but at
their most basic level all of them pick up items and drop them into or onto something.
Inserters will grab an item from in front of them, whether it is in a chest, Assembling
Machines or on a belt, and it will place it behind itself. So to put it another way, they can
only move in 180 degree motions.
As mentioned above there are five different types of Inserters in the game:
Last, but certainly not least is the Smart Inserter. This bad boy has a lot of really cool features. Not only does it move as quickly as a
Faster Inserter, it can also be told to only grab specific items. This become invaluable sometimes when you have a mixed belt of
different items, or a chest full of different items, but only want one or two specific items to be grabbed. There are actually five different
slots for this, so you can have 5 different items set for the Inserter. On top of all that, you can also program one to work in conjunction
with the Logistic Network, and/or a wire condition you set in the Circuit Network. These things will be explained later in the guide.
Now that you know how Inserters work in general, it is time to get into the more detailed intricacies of how they actually work. See,
Inserters actually have a very specific way in which they grab or place items, and it's quite important to know how this works otherwise
things can get very confusing for you. Let's start with how they place items…
This is hard coded into the game so you can't change this without adding mods. It is a bit of a different story when placing something
onto a belt moving in straight line away from the Inserter. The easiest way to explain it is that the Inserter will place on the bottom side
of the belt when the belt is moving away towards the right, and it will place on the top side when the belt is moving away towards the
left. .
If the belt is moving up it is same as if it was moving left, and if the belt is moving down it is
the same as if it was moving right.
So right/down it puts it on what would be the bottom side, left/up it puts it on what would be
the top side.
You can really take advantage of this specific behavior when planning not only
where your belts go, but what items are on them.
So in other words, they will always grab from the close side of a
belt if there are resources available on that side, and if there
aren't then they will grab from the far side of a belt if they have
to. While this doesn't matter a lot most the time, it can come into play sometimes because it can cause your belts to become
unbalanced since the Inserters will always be taking the resources from the closest side first. Again, not a huge deal but I thought it was
worth mentioning. Obviously there is no such issue when grabbing from a chest or Assembler since they just act as containers.
The stack inserter is a specialized and powerful addition to the range of inserters, allowing a maximum of 12 items placed or picked up
from a belt in a single rotation. It has a large cost and power usage, but it is a must have for any high capacity setups.
The stack size research will affect all types of inserters, with technology increasing the stack size capacity, and only intermittent levels
increasing general inserter levels.
There is also the stack filter inserter, combining the stack inserters massive throughput and the filter inserters ability to only move
certain items.
That about covers it for Inserters and how they work. Once you understand all the behaviors of how they work, you can really build
amazing factories and eventually get everything automated if you choose!
Next: Establishing power
PLAYERS STRATEGY GUIDE
Table of Contents
Introduction
01) How to use this guide
ESTABLISHING POWER
02) Game options and map
settings Establishing Steam Power and being able to run electric machines is very important. This is really when you start getting into the
03) Initial observations meat of the game. Having access to Electric Miners and Assembling Machines and many other electric machines is what will allow
04) Collecting resources you to truly start automating things and discover what the Factorio is really about!
05) Belt and inserter mechanics
06) Establishing power Now getting your first power setup going can be a bit complicated and confusing if you haven't done it before and don't know
07) Automation certain information and little nuances involved in the process.
08) Science
The Steam Engines work pretty much like how an old steam engine train worked back in the day. The Boilers, which go in front of
09) Pollution
the engines heat the water sent to them from the pump and then send it into the Steam Engines. Once the water enters the
10) Trains
engines, the steam is created, which creates pressure to push the pistons up and down (seen at the top of steam engines), which
11) Liquids and oil processing
then turns some arms and gears to actually get the power generator moving. Obviously this is a very basic explanation of how it
12) The logistics system
works, but in general that is what's going on. Now that we understand how it actually creates the power, let's get into the set up for
13) Modules
this!
14) Circuit network
15) Enemies and combat So first thing first, you will need three essential items to get a basic Steam Engine setup running. Four items if you include pipes,
16) Additional information, which are technically optional but I would highly suggest using. You will need an Offshore Pump, some Boilers, and of course the
setups, and builds most important thing, some Steam Engines. Now before you run off and start crafting some odd number of each of these things,
17) Mods there are some important ratios to keep in mind if you want to have efficient power generation.
18) Item index
19) New Features of 0.13 The standard rule is 1-13-10. What does that mean? Well it stands for one Pump, 13 Boilers, and ten Steam Engines. Having this
number of each in your setup will run the whole thing at 99% efficiency. Personally I prefer 14 boilers because that bumps it up to
100% efficiency which I like better, but it isn't required by any means. It is best to build separated power "units" with this ratio.
What I mean by this is that when your first 10 steam engines are no longer enough to run your whole factory, don't just add on to
your current setup by multiplying everything by two. To word it another way, don't just add another Pump, 13 more Boilers to the
existing ones, and 10 more Steam Engines to the end of the current ones. Doing this will mess things up and make your steam
engines very inefficient. So it is best to just mirror the setup and put it close to your current one and make sure they are all
connected to your power grid.
Some of the most popular ways of setting this up is to just put your ten Steam Engines in a row as a long line, or build two lines
with five engines in each and connect them with some pipes. Here are some examples of what each of those might look like:
In the above example you can see there is an Offshore Pump connected to 13 Boilers via an underground pipe so you can walk
between the Pump and Boilers. This is an example of a setup using ten steam engines in a straight line rather than side by side.
The advantage to this is that it is skinnier, but the disadvantage is obviously that it is quite long.
This example illustrates a setup where the Steam Engines are placed side by side with 5 on each side. There are still ten Steam
Engines in total, but they are just in a different format. This setup pretty much has the opposite advantages and disadvantages as
the one above. Also notice that there is a pipe connecting the boilers to the Steam Engines, where the blue arrow is pointing. In
the first setup with them all in a line, we did a direct connection because there was no use for a pipe in between the boilers and
engines. However when you do it side by side, you have to space the engines out from the boilers by one tile and use some pipe
to connect them all up.
One last note about this in regards to using pipes. As I mentioned above, pipes are not technically necessary for the whole thing to
work, because you can just directly connect everything together one after the other, but pipes make it much cleaner. As you may
have guessed, you can't walk through structures in Factorio, so creating a huge line of a Pump, Boilers and Steam Engines will
pretty much just act as a wall you have to walk around if you don't use pipes. To fix this, I like to just run an underground pipe from
the pump to the first boiler. All the boilers and steam engines can still be directly connected to each other and not really cause a
problem for you running through if you have that underground pipe there. Here is an example of what I mean:
That almost covers everything in regards to getting your power up and running. There are just a few more things I would like to go
over quickly before we move on to the next section!
The first thing is making sure the boilers are automatically fueled so you don't have to keep running over to them to manually put
fuel in. This is pretty straight forward, as you just need to run a belt of coal up to them and then have an Inserter at each boiler to
pull the coal off the belt. Again, this is pretty self-explanatory since running the belt over there is simple enough, and setting up the
Inserters is pretty straight forward.
The second thing to keep in mind that may not initially be obvious is that the Steam Engines will only generate as much power as
is currently needed. So for example, if you have a 10 engine setup it can produce a maximum of about 5.1MW of power, but if your
factory only requires 2MW at the moment, then the engines will only generate that much. They won't run full blast all the time
unless you actually need that much power.
You can tell how much power is being used in comparison to the max performance possible by mousing over a Steam Engine. The
following picture illustrates what that looks like:
The bar that says Available Performance indicates the maximum amount of power it can generate. You can see that bar is full
which means the Steam Engine is working perfectly since it is currently capable of producing the max power it is rated for. The first
bar which just says Performance is how much power it is currently producing. So
this just means that only about ¾ of the max
power is currently needed, so the engine is only creating that much.
until you actually connect something to the power grid that
requires power. Here is a picture of what will probably be flashing over the Steam Engines before you hook any machines up to
the power grid:
The little yellow triangle with a "no power" sign in the middle can be very confusing at first. That flashing symbol actually means
that there is nothing connected to the Steam Engines that actually require power. So if you see this symbol flashing over your
engines just hook something up to the power grid, like a miner for example, or even just powering your inserters feeding the boilers
will work (and is probably the first thing you should power anyway).
Once you have something draining power from the Steam Engines, the warning symbol should go away. I just wanted to point this
out because I know it confuses a lot of new players and definitely caught me off guard the first time I played the game.
So now that everything is working properly, you can mouse over a Steam Engine as explained above to see how much power
drain is on that engine You can also click on any power pole that is part of the power grid and get a detailed breakdown of how
much is being used, and what specifically is taking power at that moment etc.
Next: Automation
PLAYERS STRATEGY GUIDE
Table of Contents
Introduction
01) How to use this guide
AUTOMATION
02) Game options and map
settings The process of automation is probably the most important aspect of Factorio and is truly what the game
03) Initial observations is about in a general sense. The core of automation starts with the use of Mining Drills, because they
04) Collecting resources can mine resources for you automatically without you having to refuel them as long as they have
05) Belt and inserter mechanics electricity. Furnaces smelt the raw resources into intermediate products which can be used to craft
06) Establishing power items. Assembling Machines are the final part of the system since they will automatically make items
07) Automation for you as long as the required ingredients are provided to them. There are more details about each of
08) Science these things below...
09) Pollution
10) Trains Electric Mining Drills
11) Liquids and oil processing
12) The logistics system Electric Mining Drills are more self-explanatory and simple than the Assembling Machines. The
13) Modules Electric Miners have a mining speed of .5 per second, and a mining power of 3. The mining power
14) Circuit network comes into play because different resources have different mining hardness, so some might mine a little
15) Enemies and combat slower than others. The drill is 3x3, but covers a 5x5 area that it can mine from. The drills will mine any
16) Additional information, resource under them (Iron, Copper, Coal, Stone), and output the mined item onto the tile in front of it,
setups, and builds whether it be a belt, chest or furnace. If you have it outputting onto a belt it will also put the items on the
17) Mods close side of the belt if the belt is running perpendicular to the miner
18) Item index
If you have it mining onto a belt that is running in the same direction the miner is facing, then it works like
19) New Features of 0.13
the Inserters do when placing on a belt moving away from it. If the miner is facing right or down then it
outputs the items on what would be the bottom side of the belt. If it is facing left or up then it puts it on
what would be the top side. Here is a picture to demonstrate it further (picture below):
Two other
quick
things to
touch on
for miners;
The
Electric
Miners
have 3
module
slots, so
you can
put Speed Modules or Efficiency Modules in them if you want. It will be explained later in the guide under
the Modules section as to why you can't put Productivity Modules in the miners and some other things
as well. The last thing to mention is that even though the mining area of the drills is 5x5, you can put
them right up against each other and they will work fine. The mining area will just overlap so the
resources will be mined out quicker since part of it is being mined by two miners at once. So you would
space them out if you want slower more even mining, or if you want to fit more miners in an area for
more output, you can stick them right next to each other, it will just mine the resource patch out quicker.
Automating Smelting
Now that
you have a
sufficient
power
setup for a
while, it is
probably a
good time
to get a bit
of
automated
smelting
going so
you don't
have to
keep
running
back and
forth
between
the burner
miners/smelters you set up at the beginning.
It is very important to automate the smelting or refining of Iron and Copper ore and then later the refining
of Iron into Steel. These are your three base resources used in some form or another for nearly
everything in the game. Obviously stone and oil and such are used too but not as abundantly. So with
this in mind, it is very important to have a setup for both the Iron and Copper smelting that is expandable
in several ways for the future. What do I mean by "several ways"? Well not only will you be adding on
more furnaces as you get farther into the game to satisfy the needs of the factory, but later on once
Electric Furnaces are available for you to build, you might want to upgrade all the furnaces to those and
they require more room. Stone and Steel Furnaces are 2x2 tiles in size, whereas Electric Furnaces are
3x3, so if you don't leave room to expand correctly then you will end up having to tear down the whole
smelting setup to accommodate the Electric Furnaces.
Before you make your smelting facility, I suggest doing some quick Research first to make it easier. A lot
of methods for setting up the smelting will require belt Splitters, Long Handed Inserters, and perhaps
even Underground Belts. So getting two quick Researches will unlock these items. You will need
Logistics 1 (which also unlocks Fast Inserters), and Automation 1 (which also unlocks Assembling
Machine 1). These only require Red Science Packs, which are very simple to make, so just craft the
needed amount by hand and throw them in a Science Lab. Once you have Researched those two
categories, you are good to go!
Here are a few pictures of different setups to show you what some might look like based on the
explanations above. You are welcome to copy these or use them as guidelines, whatever you see fit.
There are many more ways to set up a smelting area besides the two shown above. The ones shown
are fairly common ways to do it, and demonstrate different ideas and pros/cons to different methods.
Assembling Machines
As mentioned above, Assembling Machines are the actual things that will be making all your items
automatically. All they require is the proper ingredients to be fed into them, usually with Inserters. There
are three different levels of Assembling Machines in vanilla Factorio, and each level crafts things faster
than the last, and can also craft items that require more ingredients. The level 2 and 3 machines also
have slots for modules which can be viewed in the Assembler's GUI menu (by left clicking it). These will
be explained later in the guide.
Below is a table that shows the main differences between the Assembling Machines.
Ingredient
>2 4 6
Slots
One thing to note is that the Player's manual crafting speed is 1, so the first two Assembling Machines
are actually slower than crafting something by hand. They do make up for it by doing it automatically and
infinitely if they are provided with the ingredients to do so. The last Assembling Machine is actually 25%
faster than the Player's manual crafting speed.
There are a few other things to mention about these Assembling Machines. The first thing to note is that
the level 1 machine cannot use liquids in recipes, whereas the other two can. This shouldn't be much of
a problem though, because by the time you need to make something that requires a liquid (like Electric
Engine Units), you probably won't be using level 1 Assemblers anymore. Lastly, it should be noted that
Assembling Machines can only hold two finished products in its inventory slot. So for example, say your
making Gear Wheels, and don't have an Inserter grabbing the finished Gears from the Assembling
Machine and putting them into a chest or onto a belt, the machine will only let the Gears stack up to two
in the finished product inventory slot.
This is just something to keep in mind before you try using the machines themselves to store the finished
products.
Now that you have completed the three main components to automation, the next logical step is the
Science and Research part of the game. You will need to research new technology in order to get
machines and equipment. The process of getting some basic
Next: Science
PLAYERS STRATEGY GUIDE
Table of Contents
Introduction
01) How to use this guide
SCIENCE
02) Game options and map
settings Science and Research is actually a pretty large part of Factorio. The Research is what allows you to actually progress into higher
03) Initial observations levels of technology and automation, and eventually the ability to reach the end game of launching the Rocket and Satellite.
04) Collecting resources Science and Research is based off of using Science Packs in Science Labs. There are four different levels of these Packs, each
05) Belt and inserter mechanics more advanced than the last. Probably the second largest endeavor besides launching the rocket is actually automating all these
06) Establishing power Science Packs and providing the needed resources for them throughout the game.
07) Automation
08) Science So in order from most basic to most advanced, we have Red Science Packs, Green Science Packs, Blue Science Packs, and
09) Pollution lastly Purple Packs. Each one gets more expensive than the last, with the purple ones actually requiring you to destroy enemy
10) Trains bases for the ingredients. This may seem like a daunting task at first when you try to automate them, but I will walk you through the
11) Liquids and oil processing process of each one below.
12) The logistics system
The Science is tiered so at the beginning you have quite a lot of Research that can be done only using the Red Science Packs, and
13) Modules
then after those is ones that use both Red and Green Packs, then Red, Green, and Blue, etc. There is really no rush to get certain
14) Circuit network
Research done, but you obviously won't be able to produce some things without Research for it, or for the machines to make it. The
15) Enemies and combat
Military Research is something you might not want to take too long on though at first, otherwise the enemies might overrun you,
16) Additional information,
unless of course you're playing on peaceful mode.
setups, and builds
17) Mods The cost of Research is measured by number of Science Packs it requires, and the time it takes. This actually takes place in
18) Item index cycles, which is also displayed by the cost. Here is a picture showing that:
19) New Features of 0.13
Notice how there is a time, then the amount of Science Packs it requires,
and after that it says x40. That means it requires 40 cycles for it to
complete. Each cycle costs the amount that is shown, both the Science
Pack and time cost. So for this example, since it says 15 seconds, and 2
Red Science packs, then it requires 80 Packs in total, and 600 seconds
(15x40) in total. As you can see this is actually quite a lot of time, 10
minutes to be exact. This is one of the cheapest Researches too, so once
you get into the most advanced ones, it would take an outrageous amount
of time. However it isn't actually as bad as you think, because the Science
Labs can stack and all work together. So say you have two labs to complete the Research shown in the example above, then even
though the cost of the Packs is the same, since there are two labs doing it instead of one, the time goes down to 300 seconds. Not
so bad now, huh?
The labs can actually stack pretty much infinitely, so the more you have the faster the Research will go. Obviously this only works if
you have the Science Packs to support this. I usually find that about 20 labs (more or less) is sufficient for getting almost all the
Research done in a reasonable amount of time, but of course you can have as many as you want. Just remember that 100 labs
doesn't do any good if you can't produce enough Science Packs to supply all of them. So as an ending note for this, here is a
picture of what a setup of many labs might look like:
Technology Tree
The new technology tree will show the prerequisite technologies and any that require this technology.
By highlighting a technology, it will show the path for the required technologies and those which it allows. By clicking on a different
technology icon, it will switch focus to that technology. This system will adapt for any new mods you add to the game.
Red Science
These sections on automating each Science Pack will be pretty brief with just a quick explanation of what is needed for each one,
and a picture or two plus a video demonstrating some possible setups.
The Red Science Packs are of course the simplest of all the Packs, only requiring two items. They only need Iron Gear Wheel and
Copper, which should be quite easy to come up with, especially since you should already have copper being smelted automatically.
The Gear Wheels are quite simple as well, only needing Iron Plate.
There are many different ways you can set up the automation for this, but one thing I would recommend is to have one Assembling
Machine for each second the Science Pack takes to create, so that you can make one pack about every second. So for example,
the Red Packs take 5 seconds to make so five machines making them would be ideal. Of course this is entirely up to you whether
you do more or less, I just find it works pretty well this way. If you do the math on the time it takes to create a Gear Wheel and
amount that each pack requires, you actually only need one machine making Gear Wheels to support 5 or possibly more Science
Pack machines. Here is an example of the setup I usually like to do:
Of course you don't have to do it this way at all, the example is just here to get you thinking about some possible ways to set this
up. Feel free to copy it if you want though!
Here is a video that goes into this a bit more in depth. It also covers the setup of Green Science Packs as well, because
they can technically be automated at the same time if you want.
Green Science
If you watched the video posted right above, you probably don't even need to read this section since the video also went over the
automation of Green Science Packs. I will still give a quick written explanation though.
Blue Science
The Blue Science Packs are by far the most complicated of the Science Packs. Not only do they require four different items to
make, but three of those items are fairly complicated to make just by themselves. The four items that are needed are Advanced
Circuits, Batteries, Smart Inserters, and Steel. Obviously the Steel is quite simple to make by just smelting Iron in a furnace, but the
other three materials require quite a bit more work, and you will need to produce them on a fairly large scale to keep up with
demand for the Blue Science Packs.
Now that we know what needs to go into them, it is time to get the required. I'm actually going to do something a bit different for this
section though. since I want to keep these Science Pack subsections pretty brief, and it would take a lot to explain in detail
everything that is needed for Blue Science, I'm going to just link to some videos that go over all of it. Now if you print this out or
don't have internet while reading this, I will have some setups for Advanced Circuits, and Smart Inserters in the Setups & Builds
section of this guide.
There are three videos because each one explains a different part of the process. The first one goes over the entire Oil
Processing setup so that includes Batteries if you're interested, but that is probably the least crucial of the three to watch.
The second one goes over several different setups for Advanced Circuits and the advantages/disadvantages to each one.
The last one goes over the setup of Smart Inserters and the Blue Science itself.
Hopefully the videos listed above and the builds shown down in the Setups & Builds section gave you enough of an idea to get
things rolling with your Blue Science setup. It may take a couple tries to really get things streamlined in a way you like, but after
some practice then it won't seem so hard anymore. Luckily the next and last Science Pack will seem like a complete breeze
compared to this one.
Purple Science
Purple Science Packs are actually the simplest and easiest to make. All that is required is Alien Artifacts, which can be acquired
from killing the alien bases. The actual process of getting the artifacts can be pretty difficult when you're new to the game, but once
you do get them, all you have to do is throw them in an Assembler and they will create 10 Purple Science Packs a piece. So again,
you get 10 Packs per 1 Alien Artifact which is really quite good. This is actually a very good thing to use Productivity Modules on
when making them. Now the modules have not been explained yet, but in short, the Productivity Modules essentially get you more
finished products out of the process almost for free. This will be explained in more detail in the Modules section of the guide.
It is also probably a good idea to make the Purple Packs in a level three Assembling Machine if you have access to it at the time.
The reason for this is because it crafts faster, and has the most Module slots in it so you can stick even more Modules in there.
Also strategies for actually attacking the aliens and killing their bases will be covered in detail in the Enemies & Combat section.
I believe that is pretty much all the basic information you need to know about the Science process itself, and how to automate each
Science Pack.
Next: Pollution
PLAYERS STRATEGY GUIDE
Table of Contents
Introduction
01) How to use this guide
POLLUTION
02) Game options and map
settings Pollution is a fairly large aspect
03) Initial observations of the game, especially for newer
04) Collecting resources players. The reason I say this is
05) Belt and inserter mechanics because Pollution affects the
06) Establishing power evolution of the enemies and
07) Automation how strong/often their attacks will
08) Science be. Nearly all buildings in Factorio
09) Pollution produce some amount of pollution
10) Trains while they are actively working.
11) Liquids and oil processing You can tell how much pollution
12) The logistics system something generates by mousing
13) Modules over the building once it is placed
14) Circuit network down.
15) Enemies and combat
16) Additional information, Things like Boilers, Burner Miners,
setups, and builds Electric Miners, and Furnaces produce a very large amount of
17) Mods pollution. Some things don't produce pollution themselves, such as
18) Item index Steam Engines, or Electric Inserters. You can see a visual indicator
19) New Features of 0.13 of how much pollution is in the air at the time by havieng the
Advanced Info on (ALT). It will show a brownish redish cloud of
pollution on your minimap and the main map if you have the
Advanced Info on. You can see where it has spread and is
continuing to spread. The darker red parts are where the heaviest
pollution is, and the lighter areas have less pollution in them.
Hopefully between all three of those pages, you should have a good
understanding of how the Pollution works in Factorio.
Next: Trains
PLAYERS STRATEGY GUIDE
Table of Contents
Introduction
01) How to use this guide
TRAINS
02) Game options and map
settings Not only are trains awesome in real life, they are pretty cool in Factorio as well. The purpose of trains in the game is essentially what
03) Initial observations they are for in the real world. They are by far the best option for transporting large amounts of resources over great distances.
04) Collecting resources
05) Belt and inserter mechanics
06) Establishing power If you'd like a video guide, check out this highly recommended Train Tutorial by Colonelwill and Xeteth.
07) Automation
08) Science
Trains do have their pros and cons, but the pros usually far outweigh the cons when considering them for transporting things over a
09) Pollution
long distance. It is a fairly large investment both in time and resources to get your first rail and train system set up, but it's usually worth
10) Trains
it in the long run because you can bring large quantities of resources back to your base from pretty much anywhere on the map using
11) Liquids and oil processing
trains.
12) The logistics system
13) Modules There are two components to the trains themselves, the Locomotives and the Cargo Wagons. The cargo wagons can hold anything
14) Circuit network except liquids, so you can use them not only for resources but for resupplying outposts and many other things. The Cargo Wagons also
15) Enemies and combat have 20 slots in them, so they can hold a lot of stuff.
16) Additional information,
setups, and builds Setting up a rail network and getting it to work properly can be a bit confusing your first time. I will go through it step by step though to
17) Mods try and make it less confusing.
18) Item index
There are two types different rail pieces, straight ones and curved ones. The curved pieces can be rotated (with R) in many different
19) New Features of 0.13
angles in order to achieve the turns and connections that you want. Laying the rails themselves is pretty self-explanatory for the most
part. One thing that might not seem obvious at first is that sometimes you have to add a straight rail piece when laying down curves in
order for everything to connect. Below is a picture of how it looks initially, and how it looks after you add the extra rail. The train won't
move past this circled part in the first example, so you have to add that extra rail to make it all actually connect.
Whenever you see that the ends of two connecting pieces are
actually showing like in the picture, you need to add that extra rail.
The next most important thing after putting down the rail system is
adding the Train Stops. It is extremely important that you put the
Train Stop on the correct side of the track, otherwise the trains won't
go to them and will just flash a "no path" error. The stop must
always be on the right hand side of the track as seen from the train's
perspective.
The Train Stops can be given a custom name by clicking on them and giving a
name in the specified field.
Once you have two Train Stops, with one at the pickup area and one at the
drop-off area you need to tell your Trains to actually go back and forth
automatically. Do this by clicking on the Locomotive and clicking on the station
you want it to go to first, and then hit the "+" button. Then just do the same for
the second stop. You can also set the amount of time that it stays at each
station.
After having your Train Stations set up and setting the schedule in the
Locomotives you need to actually build the loading and unloading part of each
station. The Cargo Wagons can be loaded with Inserters just like anything else.
You can "technically" have about 6-7 Inserters per side of the Cargo Wagon,
but this makes for some weird behavior with how the Inserters work. I think 4-5
is a good number and loads it quick enough if you are pulling the items from a
chest, and get the Inserter Stack Bonus.
It is important to have the Inserters that load/unload the Cargo Wagon grab from chests or put into chests rather than just the belts,
because this allows them to grab more with the Inserter Stack Size bonus since the wagons are considered a container or chest.
Signals
Train Signals are what will allow multiple trains to use the same line/track. If you don't have Signals in place and have more than one
train that uses the same track, you will almost definitely end up with a Train crash at some point.
There are two types of Signals; The normal Rail Signals and Chain Signals. They are very similar but the Chain Signals do some
more advanced things. Rail Signals work by creating "blocks" on the track between each signal, and whenever there is something
occupying one of the blocks, the signals on each side will turn red and not let any other Trains enter. This may sound simple at first, but
it can get a bit complicated once you get into advanced rail networks and especially junctions.
The Rail Signals need to go on the correct side of the track in order to
work for trains going a certain direction. You can tell which way the
signal is pointing by the yellow arrows that show up on the track when
it is placed.
If you place a signal down and never add another one at some point
after it, the signal will just flash because the "block" hasn't been
completed or closed by a second signal. The "blocks" can be quite large though if you want them to be, it really just depends how far
apart you place the signals. Putting signals too close together can cause problems, especially on intersections or junctions because it
will cause deadlocks between trains sometimes. On a straight-away you can space them out pretty far without many problems, but they
need to be placed in a more specific way in loops or junctions. Here is an example of a bad way to signal for a roundabout/loop.
This is bad because with so many signals placed in the way that they are, it can easily cause deadlocks with trains getting stuck in-
between the signals and infinitely being stuck in the circle.
Now here is good way to signal in that same roundabout.
This setup is not perfect; however it is far better than the previous example. With this setup, if there is a train in the circle already, the
signals stop any other trains from entering at all until the current train as left the circle. This will create a little more of a delay since the
trains have to wait longer, but this is probably better than getting deadlock situation in the roundabout. The reason there is a signal on
both sides of each track is in case you have trains going both directions on each line so it covers the exit direction and the entrance
direction.
Not only are Rail Signals good to have on the main track, it is pretty important to have them at the entrance and exit of a Train Station.
The signal at the entrance will stop other trains from going into the station while one train is already parked there. The one at the exit
will stop the train currently in the station from pulling onto the track while another train is passing right in front of the exit.
The entrance Signal is placed inside the station area rather than on the main line so that when a train stops at it the train isn't blocking
the main line. Notice how it is red though because the train in front is currently occupying the actual station. It will turn green once that
rain leaves the "block" created by the entrance and exit Signals. Also notice how the exit Signal is red because there is another train in
the way of the exit onto the main line. Once that second train moves out of the way the exit Signal will turn green and let the train out.
At the end of this Trains section there will be some links to videos or written explanations that explain using signals in more advanced
situations.
Chain Signals work almost the same way as the normal Rail Signals. While normal signals only prevent trains from entering the
occupied block made from the signal, Chain Signals will prevent a train from entering when the exit is also not free. The Chain Signals
also take into account whether or not there is more than one exit, and if one of the exits that is relevant to where the train is going is
free then the Chain Signal will let it go that way instead. Here is an example of when they would be really useful.
For this example the train at the first station wants to go to the second station but can't because the other train is there. The Chain
Signal prevents train 1 from ever leaving the station until the second station is open. Without this Chain Signal train 1 would go wait at
the Signal and would be blocking the main line. Obviously is the stations where farther away
from the main line this wouldn't be a problem anyway, but this is just an example.
For some more examples of Chain Signals, here are two links. The first one is to a Factorio Friday Facts where the Chain
Signals are actually explained by the Devs. The second is a Reddit post with some examples.
Hopefully now you have a fairly good understanding of how Trains work and how to signal for them, at least in basic situations. Here
are some example pictures of junctions for when you start using multiple trains on the same set of tracks.
The above picture is a simple T Junction that has the Drive on Right format. It uses three
Chain Signals, with one on each of the entrances to the intersection. The rest are just normal Signals.
This example has a large 4-way crossing junction. Right turns in this layout use the center lanes, through traffic uses the straight tracks
outside from that, and left turns use the rail on very edge that are seen at the corners of the picture.
The examples shown above are just a few of many ways you can lay out junctions and crossings. These two examples were taken from
the Imgur album of Train Junctions that is linked below. There are many more like this in that album.
Rail Building
The old system of building rails has been completely redone, and now all rails are placed using the rail planner. Once you place a piece
of rail, you can then click over it, and begin using the rail planner.
The rail planner will try to find a path from the initial rail, and the position of your mouse cursor.
By clicking on a rail piece, while holding
a rail in your cursor, you will enter manual rail building mode, where you can only find paths up to 10 rails long.
If you hold shift while you click on the rail, you enter the ghost rail planning mode. When in this mode you can search for paths of any
length, between the initial rail and the mouse cursor, and when you click again it will lay ghosts in the path that was planned.
By holding shift while searching of a path in ghost-place mode,it will ignore any trees that are in the way, and mark them for
deconstruction if they are in the way of any planned rail. Pressing the rotate key while holding the ghost planner will find solutions for a
rotated final rail.
As you can see the rail planner can make extremely complex and unique rail designs possible, and allows for easy and intuitive building
of your rail network.
Train GUI
The train Gui shows an overview of all the trains you have in your factory, as small minimaps with the schedule underneath. By clicking
on any minimap, you will be brought to that trains specific gui, where you can set its schedule and see its status more clearly. You can
use the search feature to filter the train by scheduled stops, making management of really large networks more simple.
If you want some more advanced information on Trains here are some good videos. Even though they are a bit outdated, the
same concepts still apply.
Introduction
01) How to use this guide
LIQUIDS & OIL PROCESSING
02) Game options and map
settings Liquids are different than solid materials both in the real world and in Factorio. In Factorio they can only exist in
03) Initial observations pipes, some buildings and in barrels. Because of this the player can't carry or pick up liquids, Inserters can't
04) Collecting resources interact with the liquid and it can't be dropped on the ground like other items. Now if the liquid is in a barrel then it
05) Belt and inserter mechanics can obviously be moved or dropped like normal since it is in a solid material/item. However, in the vanilla game
06) Establishing power the only liquid that can be put into barrels is Crude Oil. Another very important thing to note about liquids when
07) Automation they travel through pipes is that you should never let pipes that are carrying different types of liquid connect. If
08) Science they do, the liquids will mix and clog up anything farther down the line that needs only one of those liquids. The
09) Pollution last important aspect of transporting fluids is that they have a speed limit when going through pipes. Essentially,
10) Trains the longer the pipe is the less the capacity and speed is.
11) Liquids and oil processing
12) The logistics system It would take a lot to explain it in-depth here so I will provide a link to a Factorio forums post where a
13) Modules very experienced player explains it quite well. You can find that here
14) Circuit network
15) Enemies and combat Now that you have a general idea of how liquids work let's go through the steps of Oil Processing. This is actually
16) Additional information, a large part of the game and one of the most important parts. In order to get started you will need to actually get
setups, and builds some Crude Oil. If you pull up the map (M) the Oil Wells will appear as pink dots on the map. To actually extract
17) Mods the Oil from them you will need to use a Pumpjack and place it on top of the Oil Well. Normally when you go to
18) Item index place a Mining Drill down on a resource patch it will tell you how many resources are under that particular mining
19) New Features of 0.13 drill. The Oil Wells work a little differently so I'll explain it below.
When you mouse over an Oil Well or place a Pumpjack over it you will
see a percentage displayed on the tooltip window that pops up. Let's
say for example you have one that is 180%. Pretty much just divide the
percentage by 100 to get how much the Well will produce per second.
So for this example, you can pump 1.8 oil per second from the Well.
However, over time the production of the Oil Well will decrease all the
way down to a minimum of 10% which would be .1 per second. This
may seem quite bad, but it actually means that the Oil Wells are infinite
because they will never go below this amount. You can also squeeze
more out of it at this point by adding Speed Modules or Productivity
Modules (these will be explained in a later section).
Once you have some Oil secured, it is time to start actually processing it. In order to do this you will need an Oil
Refinery and some Chemical Plants. I would highly suggest finding a big open area in your base to do the Oil
Processing because it takes quite a lot of room if you want it to be even slightly organized. When you place down
an Oil Refinery and go to choose a recipe in it there are only two possible things it can ever do. The first is Basic
Oil Processing, and the second is Advanced Oil Processing (this part will be covered a little later). You will have
to choose the basic one to start with since you won't have Advanced Oil Processing Researched yet.
However if you store it in the tanks then the Refineries can keep working even if you aren't using the products as
quickly as you are producing them. As mentioned above you need to make sure not to let the pipes of each liquid
connect because they will get all mixed together and mess everything up. The pipes will automatically connect if
you place them right next to each other, so you need to make sure there is at least one space between them.
This doesn't apply for underground pipes though, so you can use them very effectively here. Here is an example
of one way to run the three liquids from the Refineries to the Storage Tanks without mixing them:
It is good to note that if the Refineries were not placed at least one or more spaces apart
this would not be possible.
Now that you have the liquids in the tanks it is time to actually use them to make other
products. All things made from the Heavy Oil, Light Oil, and Petroleum will be made in a
Chemical Plant. For most of these it is actually pretty self-explanatory because once you
select the recipe you want in the Chemical Plant it will show you were the inputs need to
go and where it outputs if the finished product is a liquid. There are a few things that
don't stay liquids though. For example, you make Plastic and Sulfur from Petroleum, but
both the Plastic and Sulfur are obviously not liquids. When the product is not a liquid, just
simply take it out of the Chemical Plant with an Inserter as if it was an Assembling
Machine. One other thing to note is that some things actually require solid materials as
well, for example Batteries also require Iron and Copper Plate in addition to Sulfuric
Acid. Here are a few pictures to demonstrate the process of creating some of these products.
If you don't know what some of the products/items are you can look in the Item Index and each item
has a short description of what it is and might be used for.
Also, if you would like a more visual and narrative walk-through of this process, here is a video tutorial
on setting up the Oil Processing Industry.
Luckily the output slots don't change so everything you already have connected there should work fine. The
reason that Advanced Oil Processing gives you more Petroleum and Light Oil is because these (primarily
Petroleum) are needed more in the late game. This is also why you can Crack the Heavy to Light Oil, and Light
Oil to Petroleum. The processing of Cracking takes place in a Chemical Plant and requires water as well as the
liquid being Cracked. You do lose a bit when Cracking something because it gives you one less of the product
than what you put in. So to word that differently, it takes four Heavy Oil and some water to Crack into three Light
Oil, and it takes three Light Oil and some water to Crack that into two Petroleum. So you do lose a bit when
Cracking, but in the late game you need a lot of Petroleum and don't have much use for Heavy oil and Light oil
aside from Lubricant (made from the Heavy Oil), so it can be worth it to Crack Heavy or Light Oil. For a visual
example here are some pictures demonstrating the process of Cracking.
That pretty much covers it for Oil Processing. To recap a few things; Remember to not let pipes carrying different
liquids connect because they will mix together and bog up the system. Also remember that some of the items
created through the Oil Industry also require solids such as Iron, or Copper or Coal, so if something doesn't
seem to be working make sure to check the recipe and be sure you aren't forgetting to Insert or export
something.
If you aren't sure what one of the products is used for or how to get it, make sure to check the Item
Index and see what it says about the item.
Introduction
01) How to use this guide
THE LOGISTICS SYSTEM
02) Game options and map
settings The Logistics System is what allows automated production, building, and
03) Initial observations repairing with robots. The Logistics System consists of several different types
04) Collecting resources of chests that are specific to the system, as well as two types of robots that
05) Belt and inserter mechanics each perform a specific set of tasks, and last but not least the Roboport
06) Establishing power which is what allows the whole system to work in your Factory.
07) Automation
08) Science Before we move on I would like to link to a video tutorial that
09) Pollution explains all the things that will be talked about throughout this
10) Trains section in case you prefer to just watch a video rather than read the
11) Liquids and oil processing info.
12) The logistics system
13) Modules One important thing I want to point out before we continue is that you should
14) Circuit network not mix up the Logistics System and the Circuit Network. They have a similar
15) Enemies and combat component which is the Smart Inserter, but other than that they are not
16) Additional information, connected and do not interact.
setups, and builds
17) Mods As mentioned above, there are two different types of robots and they each
18) Item index have separate tasks that they can perform. Along with this they each have
19) New Features of 0.13 different areas within the Logistics System that they can work in. I want to
clarify something ahead of time otherwise it might confuse you. When I refer
to the Logistics System I am talking about the entire system as a whole, and
mean something different than the Logistics Network. You will understand
better once we proceed… The two types of robots are Logistic Robots and
Construction Robots. The Logistic Robots are the guys that will perform the
tasks related to automated production when items are requested somewhere.
The Construction Robots take care of automatically repairing things if they
have Repair Packs available, replacing broken structures (again if
replacements are available), building new things with Blueprints and hauling
items to and from Storage Chests after they have been deconstructed.
Not only do the two different robots perform specific tasks, they have specific
areas in which they can do this. These areas are defined by the Roboports
when you place them down (picture below).
Now that you know what the Roboports do, how to expand the network, and
what the robots do in a general since, let's talk about the different chests that
come with the system and enable everything to work. There are four different
chests that interact with the Logistics System:
The next quick thing to go over is which robots will use each chest…
Construction Robots will never have anything to do with Requester Chests,
but will interact with most the others. They can place and pull things from
Storage Chests, and can take things from Passive Providers if necessary.
The Logic Robots will interact with all the chests. They will be the ones to
empty Active Providers and place those items in storage. They obviously
bring things to Requester Chests, and can pull from Passive Providers as
well. However it should noted that Active Providers and Storage Chests will
take priority when the Logic Robots need to get an item. If the required
item(s) is in a Storage/Active Provider they will take from that rather than a
Passive Provider.
At this point I would hope you have a fairly good idea of how the Logistics
System works. Here is an example setup to hopefully help clarify anything
else.
So as you can see I have set the requester chest to ask for the required items
to make the ammo. I set the amount of each item to be about 5x what it
actually needs. It is good to at least do double the amount it needs so that the
robots can keep up with the constant supply so the machine doesn't stop. As
mentioned above you can manually set how many of each item is requested,
but if you want a quicker way to do it, you can simply Shift – Right Click the
machine once the recipe is set, and then Shift – Left Click the Requester
Chest and it will automatically have the chest request 2x the amount of
required items.
Using Blueprints makes it much easier especially for larger things that need
to be built or something that you will need to do multiple times such as that
production setup I demonstrated above. To create a Blueprint of something
you just need to either ghost place or actually place down the thing(s) you
want and then take your Blueprint and drag it over the design you just made:
Dragging it will create a selection box and anything within that box is
blueprinted. Once you are finished it will bring up a little window where you
can see the preview of what the Blueprint looks like and customize the icon it
will show when you go to use it. Now that you have a Blueprint all you have to
do is stamp it down where you want the stuff to be built and it will create
ghost structures just like you can do manually and the robots will come build
the stuff. The Blueprints just simply make the process more automated and
easier since once you have made a Blueprint you can just place it down
rather than running around and doing it all yourself.
Some examples of some things that Blueprints are really good for.
Walls
You also have access to player Logistic Trash Slots. These essentially do the
opposite as the Logistic Request Slots. They will be under your request slots
and you just drop items into them that you want taken out of your inventory
and put into the Logistics storage. You can also Shift – Click some items into
them as well which can be much faster. It is important to know though that
you can't do this with some types of items so if you go to Shift – Click
something into the Trash Slots and it won't work then you will just have to do
it manually.
Personal Roboport
The last thing to talk about is the Personal Roboport. This was a new
addition to the game in the 0.12 release and adds a lot of new capabilities to
how and where you can build things with robots. The Personal Roboport
essentially acts as a normal Roboport that you carry around with you. It is a
module that goes into the Modular or Power Armor suits, so as long as you
are wearing that with the Roboport in it you essentially make yourself a
walking Roboport.
Again,
this
pretty
much
makes you like a walking Roboport, so if anything within the coverage area of
your Personal Roboport needs to be built or repaired, Construction Robots
that are in your inventory will go take care of it.
Anything that is built or repaired by the robots in your personal port will come
out of your inventory and not the normal network. The Personal Roboport will
use robots that are in your inventory, so make sure to always have some bots
in your inventory if you want to use it. The Personal Roboports are separate
from other Roboports and won't connect to them, and it takes priority over
normal networks. So even if you are within the range of a normal Roboport
and have your Personal Roboport equipped, the Construction Robots in your
inventory will be used to perform any needed tasks before ones in the normal
network. However, if you for example put a blueprint down and are in range
of a normal network and don't have the required items in your inventory to
build it, the robots in the normal network will take over the order rather than
the ones in your inventory from your Personal Port.
It is good to keep in mind that the Personal Roboports can only support a
limited number of robots so even if you have a full stack of Construction bots
in your inventory only a few of them will be used. You can use more though
by simply adding more Personal Ports to your armor. This will also increase
the amount of charging stations, energy buffer to charge the bots, and your
coverage area will increase. You can have as many of these as you want in
your armor as long as they will fit, but beware that they do take quite a large
amount of power so make sure you have enough power in your suit to
support them.
I believe that covers all the main subjects and items in regards to the
Logistics System. If you are interested in some good Blueprint designs for
things like Solar Panels and Accumulators check out the Additional Info,
Setups & Builds section.
Next: Modules
PLAYERS STRATEGY GUIDE
Table of Contents
Introduction
01) How to use this guide
MODULES
02) Game options and map
settings Modules are
03) Initial observations items that can
04) Collecting resources be inserted into
05) Belt and inserter mechanics buildings that
06) Establishing power have module
07) Automation slots in order to
08) Science enhance their performance and capabilities in some way. They are
09) Pollution also ingredients in making some late game items. There are three
10) Trains different types of Modules, and three levels of each type. The three
11) Liquids and oil processing types are Speed Modules, Efficiency Modules, and Productivity
12) The logistics system Modules.
13) Modules
14) Circuit network Each one does something different, and the Speed and Productivity
15) Enemies and combat ones have some downsides as well. What each module does and
16) Additional information, some examples of good uses for them will be explained below...
setups, and builds
Speed Modules: Speed Modules increase the speed of the
17) Mods
machine that they are inserted into. This comes at a cost though,
18) Item index
because they also make the machine consume more power, and
19) New Features of 0.13
more power means more pollution, at least while you're using
Steam Engines for power generation. There are three levels of each
Module type, each with increasing benefits and downsides. The
effects of each Speed Module are as follows…
Energy
+50% +60% +70%
Consumption
As you can see, they can greatly increase the speed of a machine
and the things produced within it, but at the cost of higher energy
consumption for that particular machine. So for a quick example,
let’s use an Electric Furnace. Normally it takes 180kw of power, and
has a smelting speed of 2 items/s. With one level 1 Speed Module
inserted into it, the smelting speed will go up to 2.4 item/s but the
energy consumption will increase to 270kw.
Energy
-30% -40% -50%
Reduction
These modules are best used when you're low on power, and best
used on things that either take a lot of energy or that are constantly
running. Electric Furnaces, or Electric Mining Drills are some good
examples of this.
They can also not be put into beacons, whereas the other two types
can. The effects of each Productivity Module are as follows…
Productivity
+4% +6% +10%
Increase
Speed
-15% -15% -15%
Decrease
Pollution
+30% +40% +50%
Increase
Introduction
01) How to use this guide
CIRCUIT NETWORK
02) Game options and map
settings The Circuit Network is a network you can create by connecting Red Wires and
03) Initial observations Green Wires to different entities. Before the 0.12 release the only things that could
04) Collecting resources connect to this network were Smart Chests, Smart Inserters and Logistics Chests.
05) Belt and inserter mechanics However after the update, Combinators were added which creates a whole new
06) Establishing power realm of possibilities. As well as adding Combinators, the 0.12 update now allows the
07) Automation ability to connect Lamps, Pumps, and Storage Tanks to the network.
08) Science
09) Pollution The Circuit Network allows you to put limits on items using Red and Green Wires
10) Trains similar to how you can with the Logistics Network. On top of that, the Combinators
11) Liquids and oil processing allow very complex systems that automate production even further without any
12) The logistics system waste. You can also use them to balance production so that it only works when some
13) Modules other product reaches a certain amount. For example you can use the Combinators
14) Circuit network to only allow the cracking of Light Oil into Petroleum if Petroleum drops below 1000.
15) Enemies and combat That is just one example of the many different things you can do with the Circuit
16) Additional information, Network.
setups, and builds
Now that the general concepts of the Circuit Network are explained let’s start with the
17) Mods
simplest part, the Smart Inserters and Green/Red Wire connections. Smart Inserters
18) Item index
were already explained earlier in the Logistics System section, so I'm going to
19) New Features of 0.13
assume you know how they work already. In addition to being able to set conditions
in the Logistics Network on a Smart Inserter, you can also set Red and/or Green
Wire conditions. Just with this you can set something to work if there is more than “>”
or less than “<” of the desired item within that specific Circuit Network. This will make
more sense as we continue.
In order to accomplish
this task you will need
a Smart Inserter,
Smart Chest or
Logistic Chest, and
some Red or Green
Wire. Let’s use the
same example as we
did in the Logistics
System section of an
Assembling Machine
making Piercing Ammo. In this example let's say that you want to limit the amount of
Piercing Ammo to 75 but you don't have a Logistics Network setup yet. So what you
want to do is use your Smart Chest as the output chest from the assembler, and the
Smart Inserter taking the ammo from the assembler and putting it into the Smart
Chest (picture below).
Now obviously the Inserter won't work without a condition so now it is time to connect
the wires so we have a small Circuit Network and can set a condition. For this
example we will use Red Wire. Youwill need two Red Wires to actually make this
work. First you will need to connect one of the wires between the Inserter and a
nearby power pole. To do this just have the wire in your hand and click the power
pole and then click the Inserter. You will see the Red Wire connecting the two.
The next step is to connect the second wire from the same power pole to the Smart
Chest. Just do this the same way. Now there should be two wires, one from the pole
to the Inserter, and another from the pole to the Chest:
Combinators
The next part of the Circuit Network is the use of Combinators .This is where it gets
very cool but also quite complicated as well. To be completely honest this is not my
main area of expertise so I will do my best to explain what each Combinator does,
and perhaps provide an example for each. I will also link to multiple different tutorials
and guides that can explain it far better.
As of right now there are three different Combinators each with specific tasks or
processes it can perform. Let's start with the simplest of the three which is the
Constant Combinator. This one sends out specified signals each with specific items
counts, so it basically acts like a Smart Chest but without having to put anything in it.
That is literally all it does by itself. Here is an example of what that might look like:
The second
type is a
Decider
Combinator. It
has a similar
function as the
Smart Inserter
in that it
compares item
signals. Here is
an example of
that (picture below):
In this
example
it is
saying
that if
Plastic is
more
than
1000,
send out
a Blue
Science
Pack
signal. Essentially this is saying that Blue Science Packs can only be grabbed by the
Smart Inserter if there is more than 1000 Plastic in the connected chest. You can't
see it, but there is 1.1k Plastic in that chest so the Inserter is working. For the
Inserter condition in this example, it is just set to Blue Science Packs = 1 because
the output signal on the Combinator is set to output a signal of 1 Blue Pack if the
parameters are met.
You can also compare one item to another rather than an item to a number. Here is
an example of that:
In the above example it is saying if Green Circuits are less than Red Circuits then
send out a Copper Wire signal of 1. Essentially it is saying that if Green Circuits go
lower than the amount of Red Circuits then Copper Cables can be grabbed by the
Smart Inserter that is connected. Currently there are more Green Circuits in the chest
than there are Red Circuits so the Inserter isn't working. However, once the amount
of Greens drop below the amount of Reds, the Inserter will start grabbing Cable
again from the Machine.
The last Combinator is the Arithmetic Combinator. It just performs basic Arithmetic
operations (+, -, /, *). Here is an example:
In this one it is summing the amount of Green Circuits and Red Circuits and
outputting that number as Blue Circuits.
The second parameter can also be a number if you want. So in the following
example it is multiplying the amount of Red Science Packs by 2 and outputting that
number as Basic Inserters.
One last very important thing to note about the Decider Combinator and the
Arithmetic Combinator is that they don't read colors of wires. In other words, if you
have a Red and Green wire both going from one thing to the Combinator it will sum
the inputs of them together. So if you are only hooking it up to one thing, you only
need one color wire, using two will essentially double the input since it is summed
from both wires.
There is also the addition of the circuit network entity gui, which is a way to easily
change and configure the behaviour of a connected entity.
There is also the addition of the new power switch. This can be used to manually or
automatically connect and disconnect multiple electric networks. This is especially
useful for implementing emergency backup power, but can be used flexibly for any
number of tasks.
With these changes comes some removals. Since all inserters and chests can now
be connected to the circuit network, the smart chest and smart inserter have both
been removed. The smart inserter has no been replaced by the filter inserter, and
any chest can match the smart chests functionality.
There are multiple links below that help explain actual uses for
Combinators. Some are videos and some are forum posts or articles that
explain it.
This is the Friday Facts where the Devs actually explain the
Combinators and give some good examples of them being used.
Introduction
01) How to use this guide
ENEMIES AND COMBAT
02) Game options and map
settings This planet that you have crash landed on already has a native species inhabiting it, and as you will soon
03) Initial observations find out they are not very happy with your arrival…
04) Collecting resources
05) Belt and inserter mechanics There are three different types of enemies in the game. Two of them are mobile creatures and the third is
06) Establishing power stationary but quite powerful. There are also multiple levels or stages of each type of enemy unit. The two
07) Automation mobile creatures are called Biters and Spitters. They are bug like creatures, with the Biters being similar
08) Science to something like a cockroach or beetle and the Spitters being like worms. The third type of enemy is
09) Pollution actually a Worm that can't move but has a large range and packs a really big punch even in later stages of
10) Trains the game. There are four different levels of Biters and Spitters, and three levels of Worms. It is important to
11) Liquids and oil processing note that Biters do physical damage and Spitters do acid damage. This is good to remember because it
12) The logistics system plays a factor when attacking them or being attacked by them. Below is a list of each one with a little info
13) Modules about it.
14) Circuit network
Biters: The Biters are the first enemies you will see in a new game since they spawn before Spitters. They
15) Enemies and combat
are fairly quick, being able to chase down a player most the time. However the Small Bitters can be held off
16) Additional information,
by the player with relative ease since they are quite weak. The Medium Biters will pose a problem though
setups, and builds
because they have more health and some resistances. The Big and Behemoth Biters will be the real
17) Mods
challenge as they are nearly immune to regular gun fire/physical damage and pack a huge punch.
18) Item index
19) New Features of 0.13
Small Biters: Weakest type of Biter and can easily be killed with any type of
weapon. There will only be Small Biters in the beginning of the game.
Medium Biters: Slower than Small Biters but also stronger. Have a higher attack
and more health and resistance. Have 10% explosion resistance, and 4 flat
physical resistance. Resistances will be explained a bit later in this section.
Big Biters: Very strong both with it's resistances and damage. They have 5x the
health of Medium Biters, do twice as much damage and have double the physical
resistance (so 8 flat resistance). Because of their high physical resistance they are
nearly immune to regular gun fire with anything that does physical damage. They
can also attack through walls and hit objects directly behind the wall.
Behemoth Biters: The last stage of Biters are by far the most powerful. They are
extremely dangerous and are very, very durable. They have more than 13x the
amount of health of a Big Biter, and do more than 3x the damage. They also have
an explosion resistance of 10/20%, so 10 flat and 20% reduction. As well as
physical resistance of 8/20%. Can attack through walls and hit objects right behind
the walls just like the Big Biters.
Spitters: The Spitters are similar to Biters in their behavior and have the same four sizes, but do have a
few key differences. The first is that they attack at range, and shoot an acid projectile that can't be dodged
and will deal damage the target at which it was shot. They also do acid damage rather than physical
damage. This is important because the acid resistance of buildings and armor is usually much less than
the physical resistance so the Spitters will do more damage than the Biters.
Small Spitters: Weakest of the Spitters and very squishy so they are easy to kill.
They do attack at range though and do a fair bit of damage since it is acid damage.
Medium Spitters: Slower than the previous Spitters but also more dangerous.
Have 5x the health of a Small Spitter and do 2x the damage. Also have an
explosion resistance of 10%.
Big Spitters: Has 4x the health of a Medium Spitter so can take a lot more
damage. Does more damage as well and has an explosion resistance of 30%.
Behemoth Spitters: Even bulkier than the Big Spitters. Have 10x the health of a
Big Spitter and do almost 2x the damage. Have an explosion resistance of 35%.
Worms: The Worms are the static defenses of the Biters/Spitters and act like turrets. While they cannot
move they do have a large range and deal quite a lot of damage even at their smallest stage. Their inability
to move does make them vulnerable to certain attacks which will be covered later in this section. They also
deal acid damage like the Spitters. The Worms come in three different sizes similar to the other two
enemies. Unlike the Biters or Spitters, the Worms size is not influenced by pollution or game progression.
Even medium and big Worms can spawn at the beginning of the game, and sometimes are on their own
and not with any spawners.
Small Worms: The weakest of the three Worms but still not easy to kill. Has 200
health, which for comparison is the same as a Big Spitter or about 2.5x that of a
Medium Biter. They do the same amount of damage as a Small Spitter.
Medium Worms:Medium Worms: The Medium Worms are quite dangerous and
can pose a problem even for more experienced players. They have more health
than the Small Worms, do 3x the damage and have 5/15% explosion resistance,
and 4 flat physical resistance. They should be approached and handled with
caution.
Big Worms: The most powerful of the worms and by far the most durable. They
deal twice the damage of a Medium Worm and have 500 health which for
comparison is 150 more than a Big Biter. They also have 10/30% explosion
resistance, and 8 flat physical resistance so they are pretty much immune to any
normal gunfire or even grenades. Have a long range so you can't get close enough
to shoot them yourself without taking fire from them.
If you would like some more detailed info on the enemies, such as their exact health and such
then you can check out the Factorio wiki page.
One of the last bits to cover before we move on to the actual
combat part of this section is how the enemies interact with
the pollution produced from your factory. Probably the most
important part of this is that your pollution is actually part of
what effects the Biters and Spitters evolution. As the
enemies evolve, the larger sizes/levels of them start
spawning. The pollution also attracts and, in fact, enrages
the Biters/Spitters which is what makes them attack your
base. As soon as pollution starts to hit a Spawner the
Biters/Spitters will start attacking fairly shortly afterward.
They will seek to destroy the source of the pollution but will
switch targets if something of higher priority gets in the way
such as the player or static defenses like walls or turrets. They are also able to navigate around obstacles
to some degree in order to find holes in the defenses.
Resistances
The resistances in Factorio are actually pretty simple. They are calculated by reducing the incoming
damage by the percentage first if there is one, and then by the flat amount. So to better explain this lets
use the Behemoth Biters as an example. If you remember, they have a physical damage resistance of
8/20%. Let’s say you have a weapon/ammo that does 12 physical per shot. When you shoot the Behemoth
Biters, that 12 damage would be reduced by 20% first, so you would only do 80% damage which would be
9.6 damage. At this point the flat amount is taken into account. So for this they have a flat resistance of 8,
which means you would then do 1.6 damage per shot. It works this way for anything with a resistance such
as buildings, vehicles or armor etc.
Evolution
The enemy evolution in Factorio is determined by and increased by three factors. These are the passing
of time, pollution, and destruction of enemy spawners. As time passes it slightly increases the evolution
factor. The production of the pollution increases it a bit more than the passing of time, and then destroying
spawners increases it significantly.
There is actual math behind this which might help you understand it a bit better. Here it is:
Combat
I'm sure after reading the info about the enemies in the above section you might feel pretty worried about
how you will handle them. Honestly, it would be quite difficult if you had no knowledge beforehand about
how to deal with them, but that is what this guide is for, to help you get a better grasp on things
beforehand. Luckily there are a lot of different weapons and devices you can use to face off against the
enemies. I will not go over what every single thing does in this section because that would take forever.
If you don't know what something does, take a look in the Item Index section and each item will
have a short description.
In my opinion there are three different stages of combat in Factorio. Early game combat, mid game
combat, and late game combat. The reason these are different is because of the evolution factor of the
enemies at each stage is different, and so is the equipment that you can use to fight them. We will start
with going over some ways to defend your base against attacks; however I won't go into this too much
because it is pretty easy to figure out on your own (essentially just walls and turrets). After that we will
move on to the offensive part of the combat which I think is one of the most fun parts of the game and is
when you really get to utilize the cool weapons and equipment.
Defense
Defending against the Biters/Spitters will be
an important task (unless you're playing on
peaceful mode) because otherwise they will
just come and destroy your whole factory.
There are essentially two ways to defend
yourself and your base, and those are static
defenses (walls and turrets), and then the
other is the weapon you carry. While you
can fend them off for a little bit with just your
personal weapon you will need some static
defenses shortly after you start getting
attacked.
You can also set up little defense outposts around the edges of your base:
Obviously walling off your whole base is more time consuming and costly but the advantage is that you
know there aren't any holes or blind spots in the defenses. Going the outpost route is cheaper and faster
and if done right can be quite effective, but still leaves potential holes in your defenses. The choice is yours
and really based on the situation and your personal preference.
The turrets in Factorio are very strong, so the Gun Turrets will do great against Small Bitters/ Spitters, and
even fairly well against Medium Biters/Spitters. You can also increase the effectiveness of them with turret
and bullet damage technology upgrades, as well as using Piercing Ammo. However, once a lot of Medium
guys start spawning and especially when Big guys start spawning, you will need to make the switch to
Laser Turrets otherwise you will get overrun. Even without upgrades the Laser Turrets are extremely
powerful, being able to cut through Medium Biters/Spitters like butter, and even doing quite well against Big
guys unless there is a large group of them.
If you really want to get crazy with your defenses you can use belts to your advantage. If you place them
on the outside of the wall either running away from the wall or towards the wall you can push or pull the
enemies where you want them. Having the belts running away from the wall is great against Biters
because it makes it quite difficult for them to actually reach the wall and attack it since they are constantly
being pushed away. Here is what that belt setup might look like:
If you have the belts running towards the wall that can be effective against Spitters because it will pull them
more into range of the turrets so they will die easier and potentially not do as much damage. That would
just look the opposite of the example this example.
Offense
There are essentially four reasons why you would need to go on the offensive and actually attack the
enemies and their bases. Either they are too close to your base and just causing too many problems with
constant attacks, they are in the way of a mining outpost or train track etc, or you need to acquire Alien
Artifacts to make your Purple Science Packs. The fourth reason is you just feel like going out and killing
aliens for fun…
Here is a video that demonstrates it as well. The video is actually about mid game combat and features the
tank, but the turret creep is featured in it as well:
If you have enough turrets and ammo (if you’re using gun turrets) and do it carefully then you can take out
almost any sized base using this method. Here is another video that goes over really early game combat
using just your personal gun and some smart maneuvering.
The Tank is a great way to take out Spawners at this stage of the game. It can take out a Spawner in two
shots, and do about the same to Worms. It’s long range cannon allows you to hit the Spawners or Worms
at range while kiting the Biters/Spitters around behind you.
Tanks also have very high health and resistances so they are quite sturdy and can take a lot of hits. Since
they have a very high impact resistance you can actually kill things like Spawners, some Worms or even
trees by simply running straight into them with enough forward momentum (picture below):
They do damage Biters and Spitters as well, but they do not damage Spawners.
If you want a video demonstration, the video featuring turret creep that is linked in the Early Game Combat
section shows usage of the Tank too, as well as Poison Capsules and Distractor Capsules.
Fire system
The new fire system in 0.13 allows for a level of automated environmental destruction previously
impossible. Watch as entire forests ignite and burn with flames, as the local inhabitants succumb to the
heat. The new fire damages all around it, and spreads itself among trees. This powerful new system is very
effective for clearing out large areas of enemies.
The handheld flamthrower and flamethrower turret both shoot a stream of burning fluid toward the enemy,
which combusts into a blazing wall when it hits the ground. Any enemies caught in it will catch on fire and
take large amounts of damage, any trees near the fire will also start to burn. There is no way to stop the
fire, except for cutting down any trees in its path. Burning trees can release huge amounts of pollution, so
be careful not to overdo it, or you might be the one feeling the heat.
In addition to the things listed above you will also have access to the Combat Shotgun and Piercing
Ammo for it and hopefully a few shooting speed and damage upgrades for it. You can combine all these
tools and equipment together to pretty much make yourself a walking war machine. The Power Armor
(especially the MK2) has multiple slots in it that you can put Shields and Exoskeletons in to enhance it's
ability and in turn your abilities. There is also a Personal Laser Defense that you can put in but it is pretty
ineffective for the most part.
You will need some Fusion Reactors to actually power the things that will go in your suit. There are many
different ways to set up your armor but you need to make sure you have enough power to run everything
otherwise you will have problems such as your Exoskeletons turning off while the shields try to recharge. It
is best to have enough Exoskeletons to be able to outrun the enemies so they can't surround you or chase
you down. Since we are talking about late game here I will use the MK2 Power Armor for an example. You
can configure the suit however you see fit and works best for you, but one of the more popular setups
includes 3 Fusion Reactors, 4 Exoskeletons, and 5 Shields, or 2 Reactors, 6 Exos, and 4 Shields.
To open your Power Armor, just Right-Click on it when it is in your armor slot. You can then just add
things to it by dragging and dropping them, and take things out by either Right-Clicking or dragging and
dropping them out.
Introduction
01) How to use this guide
ADDITIONAL INFORMATION,
02) Game options and map
SETUPS, AND BUILDS
settings
03) Initial observations There are a few things that were not covered in the earlier parts of
04) Collecting resources this guide because it didn't seem to fit or require an entire section. I
05) Belt and inserter mechanics will cover those topics here. Things like Solar and Accumulator
06) Establishing power layouts and information will be covered here as well as other builds
07) Automation and setups for things like Advanced Circuits, etc.
08) Science
09) Pollution Solar Power
10) Trains
11) Liquids and oil processing Solar Panels are the clean energy of Factorio since they do not
12) The logistics system create pollution and will provide you with essentially free energy
13) Modules during the day. However, since they don't work at night this is where
14) Circuit network the Accumulators come in because they act as a battery bank and
15) Enemies and combat store energy which can be used during the night or for other things
16) Additional information, like when there are huge power demands (lasers all firing at once,
setups, and builds etc).
17) Mods
Thee are many popular layouts for both the Solar Panels and
18) Item index
Accumulators that look nice and have the correct ratio of panels to
19) New Features of 0.13
Accumulators. What do I mean by correct ratios? There are a certain
amount of Solar Panels needed to fill a certain amount of
Accumulators without much waste. This is all assuming you don't
have Steam Power as well, but either way it is good to stay close to
the correct amount of each otherwise you're either wasting some
energy or not generating enough to fully charge your Accumulators.
If you would like to follow this ratio, then based on multiple sources
the correct ratio is 25:21 Solar Panels to Accumulators. In essence
that means .84 Accumulators per Solar Panel, which if you want a
bigger layout could be 84 Accumulators to 100 panels. If you want to
design your own layouts feel free, but if you want some that are
proven to work and look nice here are some of those:
If you want to see the math behind the ratio and some of
the places these layouts were posted you can check out
these links:
You will notice the ideal ratio is used since we have 3 Wire
machines inserting into 2 Circuit machines. To get maximum
throughput and speed it is best to use multiple Fast Inserters like
you see the in the picture. There are a few variations of this build
that are each a little different but I would say this is the most
common one. As always, don't feel like you have to use this, it is just
here for an example and to use if you so desire.
Next: Mods
PLAYERS STRATEGY GUIDE
Table of Contents
Introduction
01) How to use this guide
MODS
02) Game options and map
settings If
you have played many
games I'm sure you know what Mods are.
03) Initial observations If
you
don't, then they are Modifications to the
game
usually made
04) Collecting resources by the community.
They are like add-ons of sorts that change or
05) Belt and inserter mechanics enhance the gameplay in
some way.
06) Establishing power
07) Automation Factorio
has a very
large and active Modding community so if you
08) Science are looking for some
ways to change how the game plays you will
09) Pollution probably be able to find a
Mod for it. The Factorio Developers seem
10) Trains very supportive of the
Modding community as well which is great.
11) Liquids and oil processing
12) The logistics system
You can check out the mod portal website here, where
13) Modules
you can upload a mod, browse existing mods, rate and
14) Circuit network
comment on mods. Uploading a mod requires you to pick
15) Enemies and combat
one of the available licenses, or to specify your own.
If you want some Mods that will just enhance specific parts
of the game and not revamp any recipes or actual
gameplay than I would suggest some of the following...
Initial Map Scan: When you first start a new map this
Mod scans and reveals (removes fog of war) an area the
size of the starting area you selected in the map options.
Basically makes it so you don't have to walk around and
explore the area yourself before deciding to move on or
not.
Obviously these are not the only mods that change small parts of
the game, and I'm not saying they are better than any of the others.
I listed these because I have personally played with them and know
a lot of other players that have as well.. This applies to all the mods
I list here. I would definitely recommend checking out all Mods on
the forums that seem interesting.
Now if you want some Mods that change how the game plays a little
bit but don't really overhaul it then something like these maybe of
interested to you:
Resource Spawner Overhaul: Completely changes how
the resources spawn on the map. Creates more of a need
for trains because it makes the resources spawn farther
apart and also makes them fairly scarce in the starting
area but increased richness the farther out you get.
Spreads out Biter bases as well.
Again, there are many more mods like these that you shouldn't
neglect. These three are just some that I have personally used and
quite enjoyed.
Note: You should have a firm grasp on the base game before you
try these types of Mods. They are quite complicated and can be
confusing even to more experienced players.
I hope these suggestions can get you started and give a good idea
of what type of things the Mods for Factorio can do.
Introduction
01) How to use this guide
ITEM INDEX
02) Game options and map
settings
03) Initial observations
Logistics
04) Collecting resources
05) Belt and inserter mechanics Wooden Chest: The most basic chest.
06) Establishing power Used to store items. It has 16 storage slots.
07) Automation
08) Science
09) Pollution
10) Trains Iron Chest: The second level of storage
11) Liquids and oil processing you can unlock. It provides 32 storage slots.
12) The logistics system
13) Modules
14) Circuit network
15) Enemies and combat Steel Chest: The third level of chest you
16) Additional information, can make. It has 48 storage slots.
setups, and builds
17) Mods
18) Item index
Smart Chest: Also has 48 storage slots, but
19) New Features of 0.13
allows you to do more advanced things by
connecting red or green wires to it and
using a Smart Inserter in conjunction with it.
Circuit Network section. It is also a
component in the Logistic Chests.
Production
Intermediate Products