Factorio 0.15 How To Get Oil From Coal. The New Oil Build Ratios
This video is Factorio version 0.15 done in 2017. I am showing how to set up the new Nuclear Power builds and taking a look at all 3 new types of research nuclear power, nuclear fuel reprocessing, and Kovarex enrichment process.
As a bonus I show a simple how to use Factorio circuit network condition using just green wire to set up a minimum amount in storage.
In this video I am using my test map with creative mode mod for testing and creating the videos in the how to series.
Factorio the new version 0.15. 2017 The how to series by LMG ratios build guides and mega bases.
New for version 0.15 from
As you already know, in 0.15 we have reworked the science packs and added infinite science. More and different science packs make the game a lot more interesting. It reduces the complexity of blue science (which is great for newer players) while adding complexity later, and you now have to decide what to research first, especially with the more expensive game modes (which is interesting for advanced players), and infinite science adds something to do forever in the game.
However, one of my biggest complaints about Factorio always was that the rocket has no purpose, even though it is being propagated at all the points as the final step of the game. It is said at the trailer, at the introduction of freeplay, and by being the most advanced research, everything seems like it’s the thing to desire, but when I launched it for the first time and seeing the victory screen, I was feeling like "And now what...".
For me there is one main reason why Factorio is so awesome and why I can forget myself playing until 4 a.m., and that reason is the infinite loop of 'there is always a bottleneck', you always need to fix something, you have not enough power, or your production of a particular product is insufficient etc.
When you launch the rocket, you escape from this loop because it doesn’t lead anywhere. As we can see, we have learned to take the rocket as a measurable resource sink to quantify the size of our factories, which is great, but I think it makes sense to us only because we got used to it, not because it made sense in the first place, or at least it didn’t to me.
Now when 0.15 adds infinite research, I started to ask myself why would I launch the rocket at all, and I have seen many of you ask similar questions.
To compare the two, the infinite science is also quantifiable as I can see the amount I produced in the production screen, it also has an interesting crafting recipe (rocket parts vs. all science packs together), and it is also an infinite resource sink. The main difference is, the infinite research is actually useful.
We have also added more infinite researches, so now apart from worker robot speed, combat robot follower count and mining productivity bonus researches, we also have all of the combative damage upgrades infinite (not shooting speed as that would get ridiculous sooner or later), however their prices increase exponentially to prevent it from getting too extreme.
None. I will not be using mods for this run.
You will be mining resources, automating production and fighting enemies. researching technologies, building infrastructure Using 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 and don't want you on their home planet.
Music production by Liquid Media Games https://youtu.be/6ZyY0PNXw4E
Factorio Official Website: http://www.factorio.com/
Factorio Official Trailer: https://youtu.be/9yDZM0diiYc
Factorio Forums: http://factorioforums.com/forum/
Factorio Wiki: http://factorioforums.com/wiki/index