The Ultimate Space Age Journey Full Playthrough

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I’m in Space Age now! This is the new DLC to Factorio.  And in this video, I will try  to visit every single planet.  Craft all new science packs. Research new technologies.  Build spaceships. Lost spaceships?  And even explore the mysterious  last planet called Nepurt.  I’m ready to do whatever it  takes to conquer this expansion. 

But the question is... will I succeed? Or will Gleba break me first—draining   all of my sanity and stopping me  from seeing the victory screen?  Watch till the end to see  my whole Space Age story.  And become a channel member  or I’ll sent you to gleba. Ok, the space age starts from  crash land on Nauvis, like usual.  First task is of course to  get my first rock. Rock rock  First mining drill. And chop some wood for power poles. 

I will skip through a lot of beginning  stuff, since it’s just like factorio vanila. After expanding the burner stage I built a  power plant and connected it to my first lab.  Next I’ve research automation and used my  first assemblers to speed up hand crafting. 

To supply future space exploration  we need a big smelting column.  This design is of course  from my smelting tutorial.  Ok that should be enough In Factorio 2.0 you can’t craft electric  drills from the gecko, because first you   have to research them. Finally “miners”!  However with new world generation you can  adjust rocks slider and I set mine to maximum. 

Oh damn, that’s so many rocks! And this is what I usually built as a   starting supply spot to expand my base. First to expand is power plant.  Ok, power expanded. Next are the smelting columns   and mining outposts. Oh achievement!  With supply of resources I can make  red and green science production   which goes directly to science labs. Ok and the labs are also running.

For a nauvis design I decided  to go with old good main bus.  Green circuits are kind of important in this game,  so it was the first thing I build for the bus.  To use those I then focused on build  a proper MALL with belts, inserters,   pipes and basically anything else which  might be hand on gleba and other planets. 

Bricks are not the most important resource,  but it’s good to have a rock smelter   running for military science in the future. It would be Trupen’s video without Murrican   joke about oil, so there it is. It’s democracy time baby.  Then I take care of refining everything into  petroleum and making plastic for red circuits.  Talking about those. It’s time to make red  circuits production with plenty of space,   so I will be able to upgrade them with fulgora  circuit making machines in the late game. 

With red circuits running I can focus on blue  science which unlocks bots and rocket silo.  They require gears and pipes for  engines, red circuits and sulfur.  So I also have to upgrade the  refinery to start sulfur production. With all of that blue science is done. To have constant supply of science I  

built buffers, this way it will be easy to spot  all the bottlenecks and there might be a few..  Also the whole belt reading is awesome. Since I’m close to the lake I will grab   few fish. They will spoil overtime  and be useful for crafting later.  Another science is a military one. It require a lot of red bullets,   grenades and walls. Luckly we have everything   on our bus, so building it is trivial. With refinery and 2 new science packs running  

it was time to upgrade the power plant. Power expanded  However I want to expand at faster pace,  so I took my bots rush blueprints from   my other tutorial and started building it. To make bots I also have to change from simple   refining which makes just petroleum to advanced  one which also produce heavy and light oil.  This introduces a new challenge to balance those  liquids with cracking, but I’m a Factorio pro,   so I won’t forgot about anything right, right? After some more building the bots are done!  I looked at my blueprints and I forgot about  this one. The cursed tier 2 assembler with 4   productivity modules making assembling machines. It’s already fixed bug, so don’t use it, ok?

On the other hand you should use quality modules  in your construction bots maker, but with 2%   chance for better bots I didn’t have any luck. To have better chances with quality I build   modules factory for quality  and productivity modules. The refinery of course needed upgrades and  fixes with the new better circuit logic.  To fight with pollution I set up quality solar  production, it ain’t much but it’s something. Talking about pollution… oh no, no no no no  uhh what the fak is this?  Remember if you want peaceful live, just  don’t play on desert. Quick fix with a gun. My starting rocks patch was drying out,   so I built and connected a new  one. I mean bots will build it.

Also starting coal patch wasn’t that big,   so I’m switching to solid fuel for power  production and for the whole smelting column. With that upgrade I should provide the  smelting columns with more resources   and copper will be very handy when we start  building spaceships and exploring the space age. Iron and steal are also core ingredients of  a spaceships, so outpost for it is mandatory.  While building it I got a few biter attacks, but  I don’t think I should start worrying about it There are no rocket control units in the game  anymore and blue circuits are used to launch   the rocket instead. I don’t think it’s  big enough, but for now it’s fine. Concrete is used for making rocket silos  and nuclear reactors. Since you must have  

a lot of both to have good time in space  age I recommend to automate it early on. In 2.0 some recipes are locked behind  triggers and to unlock uranium processing   and craft your first centrifuge you  have to mine a single piece of uranium,   yeah... After unlock I can build the whole  outpost and start crafting centrifuges.

Having access to developers build of the game  means I sometimes encounter bugs. Like here I   cannot upgrade yellow belts to red ones, but  it will get fixed before you play the game. To complete Nauvis I need 2 more  science packs, utility and production.  I decided to go with yellow science  first, since I already have blue circuits,   robot frames are easy to make and low density  structures will be necessary for rocketry. However I got side tracked to craft  rocket silo, because I want to get   there is no spoon achievement which require  sending first rocket in less than 8 hours.  I want to get at least uncommon rocket silo,  so there is fun crafting with restarting the   save. I don’t have my gambling  machine yet, so it takes ages. 

After way too many restarts. Ohh we hit that, we have this! Rocket silo is not enough to send the rocket by  itself. It also require 3 different rocket parts.  We have blue circuits, but rocket fuel is  something which I have to build from scratch. 

Low density structures are expensive to craft,   but I can already build a huge production  of them and upgrade the supply later.  With one hour to spare I have to get  there is no spoon achievement, right?   While waiting for rocket to get build.  I started working on uranium processing,   because to craft space science I need  to send uranium-235 to a space platform.  I built ore processing from scratch, but for  Kovarex processing I used a blueprint from   my upcoming power production video. With  new 2.0 circuits I can forbid centrifuges  

from taking more than 40 uranium, which  makes it the best setup for Kovarex. The rocket is done, but it’s not usable, because  I have to first build a cargo landing pad which   will receive all the items from the orbit. Best spot for it is near the labs, since we will   bring a lot of science from the orbit to nauvis. Now I can send the first research rocket which   will bring me 10 space science packs. Oh I got the achievement With those science packs I can research tier 2  modules or space platforms to build on the orbit,   asteroid catchers to collect resources in space  and finally recipe for space science packs,   so I don’t need to launch research  rockets by hand all the time.

My first spaceship will be a stationary science  making platform. I will name it “DO NOT READ TIPS   AND TRICKS!!!”. It’s a random name and  doesn’t have any deeper meaning, trust me.  Starting platform is empty, so  next rocket will supply it with   basic building stuff and 2 next rockets  will deliver space platforms to build on.

While waiting for delivery rockets to be  built I tried to craft uncommon modular armor,   however I ran out of patience  and settle for a normal one. Next I built another rocket silo to supply  my “DO NOT READ TIPS AND TRICKS!!!” platform   with more resources then I used it to sent  more building components into the space. With everything on the platform, it's  time to design a space science factory!  First we need to build asteroid catchers  for constant supply of space resources.  However with limited storage space on the platform  we also need to have a thrashing system which will   dispose a surplus of asteroids. Without it the  platform would get stuck with too many asteroids. Solars would be the best for electricity   what’s more they are rare quality,  so they make even more electricity. I'll be using three crashers:  one for ice from oxide asteroids,   one for iron from metallic asteroids, and  one for carbon from you guess carbonic   asteroids. All of this is almost  a recipe for space science packs. 

But to don’t make it stuck I  have to apply some circuit magic. Next furnace to smelt iron ore into plates. And assembling machine to finally craft space   science packs. Oh I also need uranium,  but it’s easy to import from Nauvis.  This is the final design of the space platform  which will basically last me for the whole game. Back on Nauvis I started building  purple science production. I went  

with simple direct feeding for rails  and electric furnaces. However I also   have to connect and expand the  productivity modules factory.  Science packs are connected to labs  by long spaghetti belts. Also I can   expand the labs a little bit and add  another line of inputs on the bottom When comes to yellow science,  all ingredients are already made,   so it’s just a matter of connecting everything  and building the science assemble themselves. I started getting more and more attacks from  the locals and this close call for quality   modules was too close. no, the chest… 

In that case, I’ve added assemblers  to my MALL to produce nuclear reactor   components. I will need those to start  producing green electricity beside solars.  But for now I have to finding a  different solution to the locals. In 2.0 tanks have an equipment grid,  which I filled with energy shields. 

Tank and 500 grenades should be enough to  negotiate my terrain disputes with the locals.  That was a successful corps making negotiation. Starting uranium patch was small, so I build  an outpost and connected it with a long belt. Since there is an iron patch next to uranium,   I just build miners and took  the ore to smelting columns. While I was working on other stuff. The  assembling machines in the MALL crafted me  

all components for the nuclear reactor. And with working reactor the Nauvis   is almost done, for now, so what  about going to the first planet?  I of course going gleba first, like  you guys left me no other choice. To prepare for the trip I have to setup  a logistic MALL. I already have one MALL,   but it’s simply easier to manage all weird recipes  like cargo bays, crushers or thrusters with bots.

Space platforms are the core building element  of any spaceship and they require 20 steel per   tile so I have to expand steel production by the  iron outpost and by those new smelting columns. To survive on gleba I must have a good  power armor with quality equipment. So   it’s a grind time of reloading the game until  I got rare or at least uncommon power armor.  While I was doing it I realized that  quality of output item is determined   at the beginning of the craft.  That means I can remove quality   modules when the recipe starts and put  speed modules to see results faster,   because the roll for quality is already done. With this knowledge I started designing a   gambling machine. It will automatically read  the status of assembler and put speed modules  

only when the recipe is already running. If you wonder why I don’t simply keep   speed modules in beacons, the answer is  simple. Speed modules reduces quality.  Here is the gambling machine in  the editor mode, works perfect. I took upgraded blueprint to my world and  made uncommon power armor with some quality   equipment. Without recyclers from Fulgora  quality grind is not the best experience. 

I set request for uncommon machinegun  and left assembler unsupervised. We need a new spaceship to get to gleba and this   spaceship is my starting point for  the design. I called it “Osman”.  Every spacecraft require asteroid catchers  for resources, crushers to process those,   gun turrets to defend itself, thrusters to  fly and chemical plants to make the fuel.  My design might have too much spaghetti  for your taste, but it’s enough to fly. Btw do you remember submachine crafter, yeah…. I forgot to put quality modules into the  

assembling machine which is kind  of important to make quality items…  But guns are cheap to make,  so I just made more of those. With the new equipment I can get myself  on “Osman” and go for a trip to gleba.  After few minutes I’m here, I’m  finally on gleba *tons of happiness*  I took tons of items from Nauvis, so the  experience here should be fine, right? First thing I did was to explore the gleba,   find some plants and get copper and  iron rocks to kick start the factory. Since gleba is very wet, you need to make landfill   production as soon as possible.  For now I will use solar power,   but it’s not the most optimal on organic planet  where you can burn everything for electricity. As a starting point I just copy and  paste my beginning base from Nauvis. Uhh,  

I haven’t brought enough belts to build everything  and have to be selective with what I build first. Since iron is the most important resource  in the early game I went to harvest some   iron rocks. I also build the first  planting tower for the brain fruits   which are useless without biochambers  to handle all the fruits processing. And to make biochambers we need to negotiation  a few pentapod eggs. With eggs secure I can   craft biochambers which will convert  yumakos and brain fruits into seeds.

It’s also smart to breed some extra eggs  and make more biochambers for later use. On Nauvis you make ore outposts, but on gleba  you instead farm yumakos, brain fruits and pain.   At this point pain is already fully automated, so  yumakos from fields on the left are the next task.

After bringing yumakos to the base  I have to process those and I think   they will work perfectly as a  fuel source for electricity.   I will regret this decision later,  but it’s a future Trupen problem.  Brains outpost from the right side is the  next thing to connect with the base. You  

might wonder why I’m running 2 belts. One is  to take fruits and second is to supply seeds. In the meantime I also created another  spaceship called “Craig”. It’s simply   copy and paste of the previous ship. Also be careful with pentapod eggs…  ohe hseuyf u They can spoil. Next hour I spent building a production of  bioflux. It might seems like a simple recipe  

with just processed yumakos and brains, but it’s  gleba, so everything needs nutrients supply,   spoilage handling, overfill prevention  system and underfill prevention system.  Everything can break on this planet in every  way possible and for some weird stupid reason   I went gleba first, so I don’t have any  useful technology from vulcanus or fulgora. I probably should explain how cultivation of  bacteria works on gleba. On this planet the   only way to get iron or coper is by letting  a specific bacteria spoil into an ore. You   can get starting colony of bacteria from  rocks or craft it from processed fruits.  After you get a starting bacteria you can multiply  it in biochamber with bioflux. However bacteria  

spoils in 1 minute and if you use a half  spoiled bacteria with a half spoiled bioflux,   you will get half spoiled bacteria. Which  makes it a pain in the neck to sustain your   bacteria alive and I will need to restart them  from a new freshly found colony all the time. I started building a new spaceship for gleba  science, because there is no much happening   on Nauvis right now. The platform will be named  “LW56” which is another of my YouTube members. 

Ship will automatically fly to gleba for  science and circuit logic will make sure   spaceship only flights when it  has enough fuel and ammunition. On gleba I started preparing for a rocketry, by  building 2 smelting columns for steel, automating   low density structures and making a production of  biological rocket fuel. I’m not going to bother   with factory of blue circuits on gleba, since  it’s way easier to import them from Nauvis. Here will be a spot for rocket  silo with a nice laser defenses.

There is never too many spaceships,   so next one will be named “Astro” and  it’s the exact copy of the previous ones. While expanding yumako harvester  I found some weird shortcut.  What the f** is this.

But enough of messing around on this  planet. There are science packs to be made!  Your recipe might be different, but I’m playing  on development branch gleba where recipe for a   single agricultural science pack is 15 nutrients  and 1 bioflux, but your gleba will be probably   reworked from a rework to another rework. I think  gleba is simply getting a new rework for every   discovered spider in the Australia. But yeah, to provide fresh yumakos  

for science I build another yumako  farm on the bottom right of my base. And that’s the working build making the science. I will be leaving gleba soon  and it would be nice to have   a logistic MALL in case I want to  do something from the map view.

To always have electricity on  gleba I also build another power   plant to burn excess of yumako mash and spoilage. With everything built I’m kind  of done with gleba at this stage,   but no worries I will come back there to fix  a lot of bottlenecks and to clear spoilage.  But for now I can come back to  Nauvis, put new science packs into   labs and enjoy the view of this glebastic  production of green green science packs.

I spent some time on Nauvis, but  with three planets left to explore,   there’s no point in staying on nauvis! So I gather all of my shit on “Astro” and  fly to some actually useful planet which   is Vulcanus a lava planet with  plenty of resource to extract.  After getting there I dropped down all the items  that would make expansion on this planet easier.   You know stuff like inserters, belts, bots,  refineries and tons of other useful crap. The first thing I did was find  the closest demolisher and poke it   with a stick. It reacted just like most  girls I talk to, completely ignored me. After the worm’s rejection I set up a calcite  outpost. Calcite is a key resource on Vulcanus,   mainly used to break down resources like  lava into iron or sulfur into steam.

For early electricity, I relied on solar panels,   and with Vulcanus’ 300% solar power  bonus, it became an amazing power source. Next I set up a few drills on coal.  And went to the closest sulfur geysers  to extract sulfuric acid with pump jacks.

I brought it to the base and setup acid  neutralization which takes calcite and   sulfuric acid to make hot steam. I then used it to   make electricity with steam turbines  and to produce water for later use. Refineries on vulcanus works different, because  they take coal, calcite and sulfuric acid to make   only heavy oil. That means I will need to build  a lot of cracking to get other refinery fluids. Before getting your first foundry there  is not much to automate and it’s more   of a handcrafting game. With foundries we  will finally be able to craft iron, copper,  

steel and many other metal related materials First foundry will be used to  craft other foundries and with   50% productivity I will get one  extra foundry every 2 crafts. Before using foundries there still one thing  to automate and it’s a carbon production,   but with all resources in place it takes no time. On vulcanus you make resources by  breaking down lava into molten iron   or molten copper. The process is of course  done in foundries and with use of calcite. The recipe also yields a lot of rocks  which we need to smelt into bricks,   but later it will be too much and I will need to  find a different solution for the rock surplus. Foundries are not the only planet specific  machines on vulcanus. There are also big mining   drills which are very powerful, because  they have reduce resource drain by 50%   on normal quality and legendary quality  drill will drain only 8% of resources,   so every harvested ore would yield 12.5 raw ores. I’m too poor to craft legendary big drills,  

but it’s still worth it to replace  my normal drills on coal and calcite.  With big drills I can also start  mining another core resource,   tungsten which was to hard for normal drills. At this point my situation on vulcanus is stable  and I simply have to expand, build some basic mall   and fix the bottlenecks. This planet is not as  complicated as gleba, so everything goes smoothly. Remember when I told you about rocks surplus?  They started to clog up foundries. To handle   it, I simply dump them back into the  lava. It’s my way of rock recycling. There is still stuff to do on vulcanus, but I  can already craft rocket silos, ohh uncommon one.

Every planet should have a logistic mall  for ease of building from the map view.   I also expanded power, because  bots use a lot of electricity. To launch a rocket we need to have rocket fuel,  low density structures and blue circuits. That’s  

mean we need to crack some heavy oil into  light oil which will be used in a rocket   fuel and after we crack light oil into petroleum  we will be able to craft plastic and produce low   density structures in foundries. It require  some expanding, but the factory must grow! While I was building MALL on vulcanus I  realize I can craft capture bot rockets.   So I jumped into map view and built the  production of it on gleba. We’ll need   biter eggs from captured nests  to more than double our science   production on Nauvis. That’s why I want  to already buffer some of those rockets.

Back on vulcanus it’s finally time to make  metallurgic science packs. They require tungsten   carbide which I automated last time you blinked. Tungsten plates which is just   tungsten with molten iron. And molten copper which we already make.  Talking about copper, it’s time  to clean up this mess and make a   tileable design for the future use. With science running we can setup a   spaceship logic to automatically  transport stuff from vulcanus.

Last step to make a rocket silo running  is to automat production of rocket fuel,   but with running refineries and cracking  it’s as easy as copying it from Nauvis   and connecting all the belts and pipes. When comes to automating blue circuits…   I will import them from Nauvis as  a temporary permanent solution. While I was on vulcanus, something broke on  gleba, but what broke? I don’t freaking know, ok.

But I know more spaceships equals more good,   so another copy and paste of the same  awful design will be named RedHunter. I spent some more time on vulcanus fixing  bottlenecks and expanding. What’s more I   decided to produce blue and green  circuits on vulcanus and import   just the red ones. Because it’s more  efficient that bringing blue circuits. Before we leave vulcanus there is still  a single thing we have to do, which is a   terrain negotiation with local wildlife. Bigus wormus pospolitus has an extremely  

high health regen, so the only way to kill them is  to burst them with as much gunpower as possible,   something like this will do the trick. Uhmm, yeah… Seems like my approach to this worm has been too  European. Time to bring out my inner redneck and   solve this the Texas way with 100 gun turrets. This time worm had no chance and he become a rock.

With everything done on this planet I can come  back to Nauvis and take a few biters hostage.  To capture biter nest we first need  to isolate them, but with turret   filters I can easily do a turret creep. Then I can send capture rocket wait for   nest to transform and feed it with  imported bioflux to get biter eggs.  And with the use of gambling machine  I can craft a quality syntethic   biter spawners which have 50% built in  productivity for Nauvis science packs. So I spent next half an hour just  replacing all the science packs on Nauvis. 

Starting with yellows science, then going  for purple ones and blue also got a rework.  Military which was next by to blue. And finally the red and green science   packs got a new spot, since  they didn’t fit in an old one. While handling bitter eggs, be careful for this. ohuhh Since we are going big on Nauvis,  I have to rebuild the rocket silos,   because the current solution is  simply not enough for the late game.

Resources on every planet are  limited, but the space rocks aren’t!  That means I can build a harvesting ship which  will collect asteroids and send them directly to   Nauvis. Instead of building a train network  and usual outpost stuff I have spaceships.  This design will make both  infinity iron and copper. Now I just have to copy and past  it a few times for constant supply. However when comes to production on  Nauvis I should upgrade to foundries,   since they have incredible productivity  bonus and more modules slots.  it took some time to design, but  it’s definitely worth the effort.

After building for a while I realized that space   cargos can increase request speed  from space, so I build a few more.  This is how I mine a pollution  free iron and copper. While I’m already using foundries  for making molten iron and copper,   why not use those for the production  of low density structures?  Some designing and pipes connecting later,  we have an awesome production built. I forgor foundries require calcite for  smelting, but I can make calcite from   asteroids, so it’s an easy fix with 2 extra ships. Just look how nicely the rocket silos are working.

With everything done on Nauvis I can send  myself to another planet, which is fulgora. Right after landing on this madmax planet build  out of scrap and oil I went for exploring. Like look at this rock, isn’t he cute? Oh, that’s interesting rock. But we didn’t get here for rocks! We  need to find a scrap vault which has   extreme amount of scrap which we will  turn into useful items by recycling. I started mining scrap with big miners  and building a base on this island,   but it’s too small for a factory and moving  to bigger island would be a smart move. That’s why I deconstructed everything  and took it for a bigger island,   but with less way rich scrap path.

You probably wonder how I have electricity  for big mining drills and what are those   accumulators. Let me explain. Nights on fulgora are full of   lightnings which can be captured by lighting  rods. However electricity from lightning comes   quickly and goes quickly. For that reason  I need to build tons of accumulators to   collect lighting electricity during  night and use it during the day. With provided electricity I can start  building recycling machines to process scrap,   however I forgot about the most important  thing to have on fulgor, roboports. 

They are not hard to make on fulgora,  but I need some starting resource. So   for now I build a small base and wait  for recyclers to make me some stuff. In Factorio, there's always something to  do and instead of being AFK on fulgora I   will deconstruct old smelting column for  copper and replace it with the new design   which uses foundries instead of furnaces. Foundries are more efficient with the ores   and produce less pollution I think. The only  downside is their huge demand for electricity,  

especially when you add a  lot of beacons which I do.  Luckly my nuclear power plant  is perfect and very stable. Back on fulgora I can expand with  resources made in the meantime. I   started by building a rocket fuel factory  to consume extra solid fuel. It require   light oil, but it’s easy to make since  everything around is a heavy oil lake.  Ice melting will get rid of extra ice in  the system and supply use with the water.

Fulgora is a constant game of  running out of storage space   and to prevent it you have to use  recyclers. Beside processing scrap   they can also un-craft every item in Factorio  giving you back 25% of it’s recipe. This will   allow you to get low tier items and get rid  of excess if you make smart recycling plant.

But to make good recycling plant  I need a logistic mall first. And bigger accumulators field  would be also a good idea. When comes to resources you are getting from  scrap it’s only this and if you want to make   for example copper plates. You have to recycle  either low density structures or copper cables.  This is why I’m building a circuit brain  which reads how many items I have in   the logistic network and if I have more  then few thousands it will automatically   set an item request to recycle it. It will destroy useless items like  

solid fuel and provide me with low  tier resources like green circuits. By recycling you can only get few items, so  I still need to expand the logistic MALL. The recycling machines are working,  but why not use the concrete instead.   It will make me faster and wont  cost electricity to get destroyed.

While my factory on fulgora  was working I gave a look at   Nauvis and turns out some science  packs are not working fast enough.  However there is nothing which I can’t  fix with a few speed moduled beacons. I also invested into stack inserters  to make layers of science packs and I   upgraded the belts to make  science packs run faster. Talking about stack inserters. I had  to fix their production on gleba.   What an awesome planet to deal with. On the other hand fulgora is great!  And now I can start working on  the planet specific recipes. 

The first and the most important  ingredient is holmium solution   which you get from combining  rocks, holmium ore and water. Then you can cast the  solution into holmium plates. Or if you add heavy oil and some more  rocks you will get electrolyte which   is used in supercapacitors and  electromagnetic science packs. Manufactory of superconductors is  next. The recipe require copper,   holmium, plastic and light oil.  For now there is no need for them,  

but I will use those funny blue  sticks later for some good crafts. Factory for supercapacitors is just  a copy and paste of superconductors,   but with different fluid and logistic requests. I crafted a few of those electromagnetic   assemblers and it’s a sin to not  use them for modules factory. Guess what? What is wrong again with gleba?  something on gleba broke, but  I simply do not care what. On fulgora I’m already making  all ingredients for science   packs and I just need to craft them  to basically be done with this planet.

However it’s so easy to make  resource on this planet that   it’s worth to expand it more. Especially  to make high tier modules for cheap. When comes to problems, my current supply of  scrap is running low and making outpost from   my starting vault is an extremely good idea.  Problem is, I can only get resources out of   it by train and the island has less space  than a 500 bucks a month new York apartment. I somehow managed to produce and transport scrap,   but I also have to process it on the main  island. And that should do the trick for now. Since I’m already making the  electromagnetic science packs   I can build some silos and  start exporting the bottles. While I’m waiting for stuff on fulgora I can  fix and upgrade the nuclear plant on Nauvis.  

I think something might be  wrong with circuit logic. With 3 DLC planets conquered I can start  building a spaceship capable of going to Aquilo.  The ship will be named halleluje and I will start  by copy and pasting my standard ship design.  It has to be bigger with rocket launchers  and the whole production of rockets.  But you know what, the research  for mech armor is almost done,   so I will “definitely” come back  to designing this ship later.

And when comes to mech armor, it’s  awesome and I have to make it. However   first I need to have a normal quality  power armor and some extra ingredients. Another step is to get a blueprint for gambling   machine from Nauvis and set  all the circuit logic on it. From now on is a waiting game. There is 11.6  percent for uncommon mech and around 1% for rare   one. I would like to have a rare mech armor,  since I will use it for the rest of my live. Ohhhh, I have it! the blue! Finally! After a little bit of grind,   we have it and just look at this equipment  gird which I can take everywhere. But the  

biggest benefit of mech armor is the ability  to fly. Squeak Through is an unfunny joke   compared to the true power of mech armor. With mech armor crafted I can finally leave   fulgora and fly to gleba, because there  is a lot of bottlenecks to be fix there… On gleba there is nothing interesting to show,  so I will simply speed it up. Like trust me,   this is literally the best moment  from the whole hour on this planet. I tried some fighting, but I don’t produce bullets  on gleba and my only offence are heavily nerfed   personal lasers and normal lasers. It was doable until… 

oh, fuk fuk fuk I quit that idea. We will soonish go to Aquilo and  we will need a lot of rockets to   supply the spaceships. That’s why I’m  rebuild the blue circuits production to   use electromagnetic assemblers  with 50% productivity bonus. Ok at this point I do not know what’s wrong with  the power plant. Like I swear it used to work! Meanwhile in space I created a new spaceship   “Jmatya Aquilo explorer” named  after a different supporter. 

Like always I will copy and paste my temporary  ship design from the early game as a template. I replaced the copper smelting  column with foundries a long   time ago and now it’s a time to  do the same with steel and iron,   because we will need a ton of resources  to supply the Aquilo explorer. Of course there are some bottlenecks on  gleba and I don’t have stack inserters. So after some fixing gleba works for  now. And I can finish building the   smelters on Nauvis to have way  more than enough of any plates. However plates are not enough and I also want  to have way more circuits. The green circuits  

were a little bottleneck, so I replaced them  with electromagnetic assembling machines.  This tilable design I will always  have enough green circuits. For the whole time I was in a map view, but it  would be nice to leave gleba, so I flew to Nauvis. After landing I realized that  refineries are running a bit slow,   so I found the closest oil field and started  harvesting some of that freedom liquid.

My nuclear power plant was again  not providing any electricity,   but this time it was lack of water. That’s  why I connected a new lake the power plant.  And connecting pipes is definitely a different  experience with the new fluid system. Water was also a bottleneck for refineries  and now I can upgrade them with beacons. I upgraded blue and green circuits to  electromagnetic assemblers. That means   it’s time to do the same with red circuits. I’m so  happy that I left enough space for this upgrade,  

because I don’t need to tear down anything  beside current production of red circuits.  This production will make me ton of  red circuits and it’s simple to expand. If I will need to fix this  reactor one more time I will   nuke it and build it from scratch. It’s  starting to be as annoying as gleba.

While I was messing with reactor the gambling  machine made me some new quality legs. Since we need rockets to get to Aquilo  I will start manufacturing explosives   on Nauvis. It’s just simpler than  making them on a space platform. When comes to a spaceship I basically  remove the whole production and turn   it into a huge warehouse. I like to  call this approach “the intended way”. Since you don’t have any basic  resources on Aquilo, you have   to import everything with spaceships  and I like to do it on a single trip. I also have to adjust the spaceship, a  little bit. It will start producing rockets,  

have a few rocket launcher and increased storage. With all setup I can start  importing every necessary   item to the Aquilo explorer. That’s a nice view. Space platform won’t be self  sustainable and if I can import   any bullets I think uranium rounds are  the best and here is their production. Rocket fuel started to be a bottleneck,   so quick fix with speed beacons  should make them work faster. I will leave Nauvis for a long time and now it’s   the best time to talk about  some stuff with the locals. It was a lot of fun to spread  democracy until, this. My game died. 

NO…  To make my experience even better I had autosaves  set every 30 minutes and the last autosave was 26   minutes ago. yeah… The next half an hour was basically just me  redoing everything what I’ve already done.   The disadvantage of unstable early access to  the DLC. But for you it’s already fixed bug.

On a bright side I finished the  equipment for the mech armor. And the mech armor was the only thing  missing thing before going to Aquilo,   because ship was already fully stocked. After a quick fly with my spaceship.  I landed on Aquilo, dropped all the item  and it’s a fresh chapter in the space age.

Of course the first thing I did was to  mine all the rocks made out of ice. Then   I build solars with accumulators, because  I need to somehow kickstart this factory. The Aquilo is a frozen planet where  every building needs to be provide   with a heat pipe and the best way  to make heat is with nuclear power. I tried to design a tilable  blueprint of water production,   because on this planet you  have to make water yourself,   before turning it into steam and electricity. However it was hard, so I launched a sandbox   and created a blueprint there which  I of course haven’t record, yeah… I’ve created 2 blueprints. First one is for production   of ice platforms which you use to  build on the never ending lake. 

To make ice platforms you need ice and  ammonia which you both make by separating   ammoniacal solution. The lake is made out of  this solution, which means a infinity supply. We need to save on nuclear fuel by using an  automated controller that inputs fuel only when we   need more heat. I will just copy and paste it from  Nauvis, because it works awesome there, right? The second blueprint I designed in the sandbox  handles water production by melting ice made from   the lake fluids. I'll then use the melted  ice to generate steam and electricity. Ammonia is overproduced while making ice platforms  and water. To get rid of it I will start making   solid fuel from crude oil and that ammonia. I have tons of fuel cells for the reactor,   but it’s still good to make some  heat from local ingredients.

A different local ingredient is a  lithium brine which I can turn into   lithium and then lithium plates which  are used in cryogenic science packs. Ice is also an ingredient for science packs  and high quality ice will simply produce   better science packs. To make it I will  just reuse blueprint for water production. Aquilo like other plantes has it’s unique  building. Cryogenic plant is special,   because it has 8 slots for modules,  so it’s perfect for quality grinding.

Fluorine gas is another resource you  can get on this planet and it’s used   to make fluo-something liquid for science packs. We have a production of quality ice, lithium  plates and now even fluo-something liquid.   Which means we can start producing  cryogenic science packs! Does it   mean we are almost done with Aquilo? No, there is still a lot to do here.

Like here I have the most basic setup  for science crafting and it makes me 3.6   bottles per minute. Which means I would get all  science packs I need in just 18 hours, awesome.  Yeah, this needs some expanding  with more buildings and beacons.  Also you might realize there are 2  recipes for fluo-something liquid   and you are right. One recipe is  to make it and second is to cool   it down after being used for crafting,  just to spice the recipes a little bit.

Thanks to upgraded science pack  production and a small time jump,   I’m nearly done making all the science. So I’m gonna make a second Aquilo  explorer this one named after wolvesjh   it will take the science packs and  it’s good to have it just in case. Ok, Nauvis power is again wrong and it’s  not my skill issue at this point. The power  

plant is simply cursed or bugged or both.  At least biters enjoy the lack of power… Back on Aquilo I can craft and build 2  rocket silos. They of course require heat   and rocket parts, but on this planet the only  way to get rocket parts is by importing them,   so I don’t have to automate their production. Since I will be importing a lot of Aquilo  science. It would be nice to refresh the   labs area on Nauvis. With this many science packs  it’s way simpler to use bots for distribution. It   will also handle the spoilage which was  a huge problem in the previous design.

Ahh, the spoilage. Yes.. Something broke on gleba   making everything spoil, but fixing this planet  is my favorite activity right after eating glass. Like I’m not even sure what I’m doing here,  but it’s probably a very glebastic activity. To make my day even better Nauvis is  also fu***d, but with electricity. However it’s fine, I can relax on Aquilo  at least. Uhh… what is this alert? 

arr.. ehh.. If gleba is a soup, I’m a freaking fork.   But it’s ok, because I’m  going to gleba now. *happy*  Stuff on Aquilo is stable and  gleba is the only bottleneck now.

On Gleba I did all of this, some of that,  and a little bit of whatever else was   needed. Like I don’t care, this planet  shouldn’t be in the game in the current   stage. I hope they will fix it before the  release, so you won’t go through my pains. But my gleba pains will be soon gone,  because we have research a railgun!  It’s only possible to craft it on Aquilo,  but I definitely should start crafting the   railgun ammo on the wolvesjh ship to have  a nice buffer for the space edge adventure. So now I’m basically glebing for some time,  while waiting for the final research to be done.  Glebastic science is the only missing ingredient,  so I might be able to make it flow better. Ok, this is the final load of liquid pain  from gleba to research the space edge travel.

And ship to do the final travel is  already fully stocked on Nauvis. However I also have to make railguns on Aquilo,   because without them there is no  way to deal with huge asteroids.  But Aquilo is on the way to the space  edge, so we will load it on the way. Ok interstellar science pack  is the final research, so   lets finish the game before gleba finish me.

While our big ass ships is  slowly flying to Aquilo,   I can already build plans for railguns,  provide them with ammo and set a filter   to only attack the huge asteroids  and don’t waste ammo on small ones. I will speed up the travel time  until we get to the Aquilo. On Aquilo we are loading railguns, which  are extremely powerful and without them   it’s not possible to finish the game. I mean It used to be possible to abuse  

the game and win without them, but they  fixed it after I was doing it too much… With loaded railguns we can go straight  for the space edge to kill the final   boss and win the game. I hope the  ship will survive, but we will see.  In the meantime I would like to thanks  Kovarex, the creator of Factorio for   inviting me to playtest this DLC 2 years ago. It’s a gift I don’t know I will ever repay to him. The spaceship is getting closer and closer to the   edge of the universe. Seems like  3 railguns might be enough to win.  Also big thanks to all of my members  and supporters on this journey.  I hope you liked the video and thank you  for watching, see you next time, engineer.  And we won! You are the rock for watching!

2024-10-22

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