[Factorio] IR3 Ep 32: Lead & Power Improvements
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- čas přidán 25. 08. 2024
- Let's set up tin ore washing, which will give us lead and more power options!
Save file (as of EP27) drive.google.c...
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Greetings. :) This is an edited series for Industrial Revolution 3. After completing a 390 episode series on Angel/Bobs, it's time for something a little shorter! IR3 is an absolutely amazing and well-made mod pack that does many things it's own way, so well in fact you wonder why it's not in the base game!
IR3 is a slightly longer and more complicated experience than vanilla Factorio, but substantially simpler than many overhaul mods, making it a fantastic choice for a player's first dive into modded Factorio. It is just complicated enough to require circuit networks, but it doesn't overload you with byproducts.
The defining progression feature in IR3 is how each tier of material gates each tier of research. You start out with just copper and tin, and from there progress into bronze, iron, steel, and beyond. You start in the stone age with very basic burner machines, and before long, you will enter the copper age and use steam machines to automate your factory. Later in the iron age you finally unlock electricity!
Automation is more important in IR3 compared to even the "complex" mod packs due to the huge amount of intermediate components required for each machine, so tackling this hurdle should be one of your first goals! However, unnecessary complexity has been removed at every opportunity. Many machines in IR3 can automatically set their recipe based on the input resource! Builds can often be copy, pasted, and easily converted to new materials.
There's no need for several common mods as IR3 gives you their functionality, and in a better way at that! This includes built-in "bottleneck" style lights in every electric machine, early robots, a unique logistics system, a fuel manager, "water-making" explosives, built-in recycling of old machines, vehicle snapping for easier driving, tree forestries, pollution spills, weapons overhaul, teleporters, loaders and stacking, and more!
My intent is to keep this playthrough as pure to IR3 as possible and use a minimum amount of content mods. For build planning we're using Rate Calculator and Helmod. Recipe Book and Factory Search help figuring out what goes into what and where it is in the factory. Picker Dollies allows already placed machines to be moved around without picking them back up. There are more mods but those are the most impactful.
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In Factorio you're stranded on an alien world populated by dangerous "Biters." In order to survive you need to mine resources, research technology, and build a rocket to escape the planet. This task is too monumental for your bare hands. You'll be applying your logic and creativity to build a unique factory composed of many machines that will labor away on your behalf. But you are not alone. The Biters are a constant threat requiring you to build up your defenses. The best part of the game is how you unlock many forms of automation, which saves you time to work on more important tasks. Each new technology fundamentally changes how you build the factory, which requires constant self improvement on your part. There is a large learning curve, but that's the fun of it! ^_^
The game is well-supported by it's developers, and there is a thriving modding community with an endless amount of mods to extend your enjoyment of the base game.
Babe wake up. New Marsh video dropped.
Thanks B. Appreciate you.
I love your videos! Keep the good quality up! :)
I think you don't have to pull the accumulator signal across the factory, you can just place another accumulator near the SR latch. They will self balance eventually
Yea, although in this case I kind of lucked out in that I wanted to have that signal on the main wire anyway, for circuit hud.
4:30 Did you put the scrap chest outputing into the ingot line rather than the ore line?
And about power logic, i did pretty much the same, but with a local accumulator next to each setup, so i didn't have to send the signal trough the entire base (important in a tran base where the different power generation setups are far away) and i also made the set and reset gap much larger, for longer working periods, wich in other than nuclear, doesn't really matter, i guess. I also put down some solar pannels, not enough tu run my base at full blast, but enough to support the mall part of the base while i wasn't researching.
Yes, I move that chest later. I probably should have done local accumulators, but I guess having that red wire going across the factory already was too tempting to ignore 🤣
@@marsh8056 probably. I made very little use of circuits in my game. My entire oil setup relied on overflow valves rather than circuits. I procesed oil products only if i had to much of them, ensuring i had all of them available for any use.
Other than dome manual tinkering and manual switching in my power gen between petroleum and natural gas worked well enough until i had the more advanced recipes, turning it all down to ethanol.
The only "complex" use of circuits i can think off where power mannagment and the swapping of hot and cold water for ore cleaning. In my case, if i had more secondary ore than half the primary ore, i switched to cold. Wich i have to admit, i don't rember why that's supposed to work, but it does.
Is this what they mean by 3 phase power? /s