- I played through the first couple of tutorial missions from the campaign. It starts out feeling a bit like building a new base in Warcraft, with your single little peon chopping away at trees and the warmachine slowly ramping up. However, it doesn't take long before you are considering Conveyor Belt routes and efficient placement of Inserters, and it slowly starts feeling more like The Settlers or SimCity.
- Hmm. Apparently, you need a Lab to perform research. Makes sense.
- ...Aaand Labs need electricity. So that's a whole new thing to deal with.
- I have electricity and can research stuff. Logistics seems like a key technology for getting a production up and running.
- I'm starting to figure out how to place stuff, and I'm rapidly running out of space in the center of my base. I guess I need to move some stuff around soon.
- I need Assembling Machine 2, and require Automation 2 for that.
- I rebuilt my entire base from scratch to support creating the red and green science stuff. It looks pretty well organized now.
- I have greatly optimized the production of coal and steel, moved my steam generator away from the factories, and rebuilt a lot of stuff to be able to generate more science materials.
- I couldn't sleep for some reason, and started watching a video stream of my own game of Factorio from earlier that night. It's a great video to fall a sleep to, it's like watching paint dry!
- Now I'm digging for oil. It's a whole thing.
- E: craft
- T: research
- F: pickup
- Q: cancel
- F9: 1:1 zoom
- Oil Refineries produce Petroleum Gas from Crude Oil. Chemical Plants use Petroleum Gas and Water to create Sulphur, which can be combined with Water and Iron Plantes to create Sulfuric Acid, which can be used to create Batteries, used together with Advanced Circuits and more to create Science pack 3. Advanced Circuits require Plastic Bars, which are created from Petroleum Gas and Coal. It's complicated.
- The Factorio wiki entry on Science Pack 3 is pretty helpful.
- This dependency graph could also be useful.