Factorio Guide

Basic Factorio Guidebook for Factorio

Basic Factorio Guidebook

Overview

Factorio is a game requires players to solve logistic and engineering problems that might be overwhelming for a new comer. So this guide were made to provide overall info to new players who is interested to learn the basic knowledge before getting into the game.

The Engineer

Before getting start, here is some little tips and tricks for any engineer out there.

  • Patience is important.

    There are countless designs and solutions possible and so as the problems come with it ten-fold. This can be quite a frustration so the engineer need to be very patience.

  • Simplified and organized

    A “spaghetti” type of factory may not be completely bad, but a simple layout can makes logistic problems much easier to be solved and detected.

  • Keep an eye on alien

    Some faunas are extremely hostile and territorial. They can be attracted by pollution from the player’s factory and will attack you from any direction so make sure to set up a good defensive system with turrets, traps, and obstacle. (Unless playing in peaceful mode)

  • Engineering can be a game of guessing or calculating.

    Sometime logistic problems can be solved by a simple solution but sometime they don’t, so make sure to be ready for some complicated math or factory layouts.

  • Some mistake (no matter how big they are) can be deadly

    Misplaced the layout by one block can result in an entire factory block to be removed.
    The outpost running out of ammo can result in an entire production section to be shut down.
    Ran out of electricity can result in the base being overrun by the hostile faunas.
    One mistake in this game is mostly resulted in something very bad, so be careful.

Resources

Resources are required to keep your base running and acquire techs. Running out of them are usually bringing disasters, so watch out!

  • Logistics of raw material is everything.

    Players’ base generally required a lot of raw material of iron/copper/uranium ores, oil, coal, stone, and sometime, water. So keep the supply line running can not and will not be neglected by any excuse. And if it possible, keep them running with little problems as you can.

  • Depending on coal to produce electricity too much is not ideal.

    Coals are required in some crucial production as well as in electricity (especially in an early game). Depending too much on coal power means coal shortage can effectively cut your base from electricity and cripple it. Having an alternative way to make electricity like solar power or nuclear power is recommending.

  • Raw woods, don’t throw them always outright!

    Woods can be used as an emergency fuel (beside crafting electric poles), so store them somewhere near a steam power plant and inject them in the system when coals are running low.

  • Use the rail network, you must.

    Local resources will eventually dry out. However, rail system can deliver resources from a long distance in quantity with much cheaper and more effective than an alternative (transport belts/robots) so there is no need to shy away from it.

Electricity

Electricity is a life force of all factory. Without it, your factory will be severe disable and vulnerable to native faunas. There are three ways that electricity can be produced in game : steam power, solar power, and nuclear power and each comes with its own advantage and disadvantage.

Steam Power
  • The effective ratio of steam power production is :
    Offshore pumps
    Boilers
    Steam engines
    Electric mining drills
    1
    20
    40
    ≤18*

    Max electricity output : 36 MW
    Note A : Each boiler need to be connect to 2 steam engines.
    Note (*) : If work at full capacity (36MW) without drill upgrade.

Solar Power
  • The effective ratio of solar power production is :
    Solar panels
    Accumulators
    100
    84

    Max electricity output : 6 MW (4.2 MW Average)
    Max electricity store : 420 MJ*

    Note (*) : This power can run a factory with 42 MW/s consumption for 10 second.

Nuclear Power
  • There is no solid ratio for nuclear power plant but here is the crucial part :
    Type
    Given (per unit)
    Consumed (per unit)
    Bonus
    Nuclear Reactor
    40 MW
    +40 MW Neighbor core
    Heat exchanger
    ~103 Steam/ sec
    10 MW
    Steam turbine
    5.82 MW
    60 Steam / sec

  • To get a neighbor bonus for nuclear reactors, they must :
    • Be next to each other.
    • Have all three of their heat pipes connected to each other.

  • The nuclear power will work when heat exchangers are connected to :
    • Nuclear reactors by heat pipes.
    • Steam turbines by pipes.

  • Basic nuclear power plant layout (2×2 nuclear reactors) has the ratio of :
    Offshore pump
    Heat exchanger
    Steam turbine
    4.12 (~4)
    48
    82.4 (~82)

    Max electricity output : ~480 MW / 465.6 MW (practical)
    Note A : Each pack of 12 heat exchangers must be connected to

    • 1 offshore pump.
    • 1 nuclear reactor.
    • ~20 steam turbines.
Miscellaneous
  • Electricity info can tell you how much of electricity is produced and drained

    You can open an electricity info by clicking on any electric pole nearby or in a map. The first bar (satisfaction) need to be longer than the second bar (production) or your factory will run out of juice (electricity).

  • A table comparing steam / solar / nuclear power
    Comparison
    Steam Power
    Solar Power
    Nuclear Power
    Power Production Per Unit
    Moderate
    Low
    Extremely High
    Pollution
    Extremely High
    None
    Low
    Source of power
    Fuels
    Daylight
    Uranium Fuel Cell
    Technology Require
    None
    Solar Techs
    Nuclear Techs
    Resource Investment
    Moderate
    High
    Extremely High
    Space Require
    Moderate
    Extremely High
    Low
    Risk of Faunas Attack
    Extremely High
    Nearly Zero
    Nearly Zero
    Effect By
    Fuel Shortage
    Night Time
    Uranium Shortage

  • Always have every possible ways of power production if possible.
  • Nuclear power will keep burning your nuclear power cell continually!

Transport Belts

Transport belts are the basic way to carry stuffs around your base automatically by yellow belts be the slowest and blue belts be the fastest.

  • DO NOT mix items on the same transport belts’ side

    Each transport belt have two side (left and right). It is NOT wise to put different items on the same side (unless there can be filtered by well-placed splitters) or else the contaminated belt will cause the line to be stuck and wasted player time.

  • Avoid a ‘Spaghetti’ transport belts

    Curvy main bus* and assembly line may not necessary be ineffective, but straight main bus and assembly line are much more easier to organize and expand.

    (*) Note : “Main bus” is an organized pack of transport belt that carry a large various kind of item like a tree trunk which can be broken into branches to feed the resources to assembly lines. it is the most common way to set up a base in Factorio.

  • A common way to mixing items on the belts is showing in the picture below :

Inserter

Inserters are used to put material into assembly machines or others. They will move times from its front (indicated with yellow line) to its back (indicated with yellow arrow) as long as they are powered/fueled and programmed.

  • There are 7 types of inserter, with different color and unique ability :
    Type
    Featured
    Speed
    Electricity
    Burner inserter
    Run with coals / Required no electricity
    Extremely slow
    N/A
    (Normal) inserter
    Cheap to produce and low power drain
    Slow
    Required
    Long handed inserter
    Two tiles range
    Moderated
    Required
    Fast inserter
    Faster than normal inserter
    Fast
    Required
    Filter inserter
    Can take specific items set by the engineer
    Fast
    Required
    Stack inserter
    Can take multiple items at once
    Fast
    Required
    Filter stack inserter
    Is Filter and Stack inserter combine
    Fast
    Required

  • Normal, Fast and Long handed inserter are essential. For instance,
    • Normal Inserters can provide material for assembling machines with long production time or low priority to lower electricity consumption.
    • Fast Inserters can provide material for assembling machines with short production time or high priority.
    • Long Hand Inserters can provide material for assembling machines from other belt, chests, machinery from 2 block away.

  • Stack inseters are excelled at a train station

    They can pick up multiple items at once at high speed; very useful at load/unload cargo.

  • Inserters will not put unrelated items to its target

    For example, they will not put items into an assembling machine that do not required such items (like copper ores into a gear assembly machine), or chests with a limited quota (set within the chest – shown as a red square) or anything but fuels into a fuel-powered machine.

  • Inserter can interact with anything with item slots as shown in the table below :

    Furnaces

    Assemble machined

    Chemical plant

    Lab

    Gun turret

    Locomotive

    Cargo wagon

    Vehicles

    Boiler

    Burner mining drill

    Roboport

    Centrifuge

    Oil refinery

    Rocket silo

    Chests

    Buffer Chest

    Active Chest

    Passive Chest

    Requester Chest

    Storage Chest

Techs

Techs provide players with cool stuffs, better equipment, bonus, and advancement to win the game. However, one techs can only be researched at a time (multiple labs only speed the process up) so make it count.

Tech Priority

Priority
First
Second
Machines
Advanced Electronics (2)
Automation (3)
Electric Energy Acumulators
Fluid Handling
Logistics (3)
Oil Processing
Rocket Silo
Solar Energy
Electric Energy Distribution (2)
Fast Inserter
Nuclear Power
Stack Inserter
Crafting
Logistic Science Pack
Chemical Science Pack
Production Science Pack
Utility Science Pack
Advanced Material Processing (2)
Advanced Oil Processing
Battery
Concrete
Electric Engine
Electronics
Engine
Explosives
Flammables
Low density structure
Lubricant
Plastics
Robotics
Rocket Control Unit
Rocket Fuel
Steel Processing
Sulfur Processing
Circuit Network
Cliff Explosive
Coal liquefaction
Kovarex Enrichment
Landfill
Laser
Logistic System
Military Science Pack
Nuclear Fuel Reprocessing
Optics
Space Science Pack
Uranium Processing
Military
Military (4)
Atomic Bomb
Defender
Distractor
Destroyer
Explosive rocketry
Flamethrower
Rocketry
Uranium Ammo
Modules
Modules
Productivity Module (3)
Speed Module (3)
Effectivity Module (3)
Effect transmission
Transportation
Railway
(Others)
Bonus
N/A
(All Available)
Armor Modules
N/A
(All Available)
Augmentation
N/A
(All Available)
Defense
N/A
(All Available)

Note :

  • First priority techs are required to build a rocket silo in Factorio.
  • Second priority techs are improving engineer’s quality of life and work.

Rail Transportation

Train systems can transport resources at long range in low cost and quantity. It is required lots of skill to set its layout properly and effectively.

  • A brief train setup procedure is :
    • Build railways

      Connecting your base to your destination with rail. Either by robots (through SHIFT key) or manually place the rail.

    • Place a train stop

      Place train stop on top of the rail at your destination and your base (if didn’t have one). The arrow of the train stop MUST match the way of an incoming train, or the train will not dock in.

    • Setup item loaders

      The inserters can be either Fast / Filter inserters or Stack / Stact Filter inserters like this :

    • Place Rail Chain / Rail signal on crosses and junctions

      Rail Chain signals (the blue one) will indicate where the train should stop and set the rail to be a one-way rail (indicated by its arrow).
      Rail Signals (the three light one) can be placed beside the Rail Chain signals to set the rail to be a two-way rail again.

      In case of junction :

      • Rail Chain signals’ arrow must be pointing toward the crossing / junction.
      • Rail signals’ arrow must be pointing away from the crossing / junction.

    • Place your locomotives and cargo wagons on the rail

      Set a schedule on your locomotives and (optional) set filters by clicking a middle mouse on a specific (empty) slot in the cargo.

      Additionally, two or more locomotives can be placed on each sides of cargo to make the train move back and forward in an automatic mode. An example is shown below here :

      Note : it is not advice to set up a train like this but using a double rail system instead.

    • Set off the train

      Switch train mode to “Automatic” (in the train GUI) to set off the train.

  • Avoid sharing a rail between two or more trains

    Especially for an inexperienced engineer who never built a multiple-way railway before. Running an experiment on your rail first to prevent a potential disaster or use a double railway instead.

Vehicle

Vehicle can be researched and used for various role with its unique features.

  • General Info of land vehicle:
    Type
    Health
    Armor
    Lowest Top Speed
    Inventory slots
    Weapon
    Car
    450
    Light
    87.6 km/h
    80
    Heavy machine gun
    Tank
    2000
    Medium
    50.1 km/h
    80
    Cannon / Flamethrower / HMG
    Spidertron
    3000
    Heavy
    ~46 km/h
    80 + 10×6 grid
    Cannon / Flamethrower / HMG

  • Weapons :
    Type
    Primary
    Secondary
    Support
    Car
    Mags
    Tank
    Cannon shells
    Mags
    Flamethrower ammo
    Spitron
    Rockets x 4 slots

  • Tank is good at mid-game

    They can be used to crush faunas nests and providing player a additional protection and firepower. But be careful, tanks can get stuck and quickly surrounded by faunas quite easily.

  • Car is the best vehicle to navigate around

    Knowing how to use car properly can help you expanding your base or exploring greatly.

  • Vehicle are portable.

    You can put your vehicles in your inventory at anytime (by hold a RMB on it). But you can’t use their extra inventory this way and have to refuel it every time you place them.

  • Grenades and robots can be used / deployed while driving a vehicle

Robots

Robots can help player doing some chores or delivering goodies in a tight spot.

  • How do Logistic chests work :
    Type
    Receive Item From
    Additional Taken / Recieve
    Storage Chest
    Active Provider Chest
    Engineers’ Request / Trash Slots
    Requester Chest
    Other Logistic Chests
    Engineers’ Trash Slots
    Buffer Chest
    Other Logistic Chests, but blue
    Engineers’ Request / Trash Slots

  • Passive Provider and Requester Chest are needed for a simple logistic network

    Request lists in Requester Chest can be set by cilck on the chest, click in a request slot in the middle of GUI (Graphical user interface), and select the item and number you want.

  • Here is all info you should know about roboport :
    • Roboport’s green area means the range of Construction robot. Brown area means the range of Construction and Logistic robot.
    • The brown area need to be connected in order to share robots and networks. The connected roboport will be shown with dash lines.
    • Construction robots (in Roboport) will take any available items in logistic chests (in its range) to build, repair, and reconstruction.
    • Logistic robots (in Roboport) will take items in logistic chests to another (in its range).

      See the table above to learn how item will be delivered for each chest.

  • Here is all info about Personal Roboport :
    • Modular or Power Armors can be modified with a portable roboport to let Construction robots working from your inventory.
    • You can command your Construction robot (to build) by holding SHIFT key and places the building (in your cursor).
    • If there is not enough Construction robots in your inventory, A roboport (in range) nearby will sent their robots to complete your order (by using resources in its network).
    • Construction robots in engineer’s inventory with active Personal roboport will exclusively take any items in engineer’s inventory to operate.

Hostile Faunas

You are not alone on this planet. Most faunas are hostile and will attack you. You need to learn about your enemy as well as yourself, as the wise man once said, “Know thy self, know thy enemy. A thousand battles, a thousand victories”.

Enemy info
  • Land Faunas
    Biter
    Range (m)
    Damage
    Speed (km/h)
    Health
    Small
    Melee
    7 (Physical)
    43.2
    15
    Medium
    Melee
    15 (Physical)
    51.8
    75
    Big
    Melee
    30 (Physical)
    49.7
    375
    Behemoth
    Melee
    90 (Physical)
    64.8
    3000
    Spitter
    Range (m)
    Damage
    Speed (km/h)
    Health
    Small
    13
    12 (Acid)
    40
    10
    Medium
    14
    24 (Acid)
    35.6
    50
    Big
    15
    36 (Acid)
    32.4
    200
    Behemoth
    16
    60 (Acid)
    32.4
    1500
    Worm
    Range (m)
    Damage
    Speed (km/h)
    Health
    Small
    25
    36 (Acid)
    (Static)
    200
    Medium
    30
    48 (Acid)
    (Static)
    400
    Big
    38
    72 (Acid)
    (Static)
    750
    Behemoth
    48
    96 (Acid)
    (Static)
    750

  • Faunas Nest
    Type
    Health
    Spawner
    350
Enemy Tactic
  • Biters and Spitter will swarm and overwhelm their enemy in possible quantity.
  • Biter and Spitter will not give up on attack or defend until they died.
  • The attack direction are random and not specific.
  • the number and strength of faunas are depending on pollution level of the world
  • Spitter and worms will predict and shoot their acid ahead of moving enemy.
  • Only worms will not move out of faunas’ nest and will protect them to the dead.

Weapon and Security System

There are a lot of choices to defend and attack in Factorio. You maybe provide with a pitiful firearm at first but as the tech go, you will get access to more firearms with high caliber and good defensive structures. Use them, plan them, adapt them as you must to survive on the planet and keep the factory grows.

  • Personal Weapon
    Type of weapon
    Type of ammo
    Shooting speed
    Tech
    Pistol
    Mags
    Fast (4 / sec)
    [None]
    Submachine gun
    Mags
    Very Fast (10 / sec)
    Military 1
    Shotgun
    Shotgun shells
    Slow (1 / sec)
    Military 1
    Combat shotgun
    Shotgun shells
    Moderate (2 / sec)
    Military 3
    Flamethrower
    Flamethrower ammos
    Rapid (60 / sec)
    Flamethrower
    Rocket launcher
    Rockets
    Slow (1 / sec)
    Rocketry

  • Support Weapon
    Type of weapon
    Base Damage
    Effect
    Tech
    Grenade
    35 explosion
    N/A
    Military 2
    Cluster grenade
    35 explosion
    Extra grenades
    Military 4
    Land mine
    250 explosion
    Stun large targets
    Land mines
    Slowdown capsule
    N/A
    Slow enemy
    Military 3
    Poison capsule
    8 poison / sec
    N/A
    Military 3
    Defender drone
    5 Physical
    N/A
    Defender
    Distractor drone
    7.5 Laser
    3 units / capsule
    Distractor
    Destroyer drone
    10 Electric
    5 units / capsule
    Destroyer

  • Security Structure
    Building
    Damage
    Accuracy
    Speed
    Required
    Gun Turret
    (Depend on Ammo)
    Always hit
    Fast (10/s)
    Ammo
    Laser Turret
    20 (Laser)
    Always hit
    Slow (1.5/s)
    Electricity
    Flame Turret
    3 (Fire) + Ignition
    Low
    Rapid (30/s)
    Oil
    Artillery turret
    500 (Area of Effect)
    Hit on target
    Slothful (0.3/s)
    Artillery shell

  • Defensive Structure
    Structure
    Health
    Usage
    Required
    Stone wall
    350
    Barricade
    Stone wall
    Gate
    350
    Entrance
    Gate

Combat and Strategy

Fighting the native faunas do not required much of plan since the player always have an upper hand of techs and faunas have advantage of their number. As long as the player is not overwhelmed by faunas and well-supplied, they will always win.

Armors / Modular Armors / Armor modules
  • Armor
    Type
    Grid Size
    Tech
    Investment
    Light armor
    N/A
    N/A
    Low
    Heavy armor
    N/A
    Heavy armor
    Fairly Low
    Modular armor
    5×5
    Modular armor
    Moderate
    Power armor
    7×7
    Power armor
    Slightly High
    Power armor MK2
    10×10
    Power armor 2
    Extremely High

  • Armor Modules

    Disclaimer :

    • Every Modules with MK2 REQUIRED their weaker one to craft.
    • Every Modules is stackable, EXCEPT Nightvision and Discharge Defense.
    • Every Modules REQUIRED their own tech to craft.

    Power Generator
    Power output
    Grid Taken
    Solar Panel
    10 kW
    1×1
    Fusion Reactor
    750 kW
    4×4
    Energy Storage
    Power Capacity
    Grid Taken
    Battery
    20 MJ
    1×2
    Battery MK2
    100 MJ
    1×2
    Energy Shield
    Energy Usage
    Grid Taken
    Shield Points
    Energy Shield
    24 kW
    2×2
    50
    Energy Shield MK2
    36 kW
    2×2
    150
    Defense Device
    Energy Usage
    Grid Taken
    Damage
    Laser Defense
    600kW
    2×2
    75 (Range : 15)
    Discharge Defense
    [All Available]
    2×2
    100 (AOE : 8)
    Equipment
    Energy Usage
    Grid Taken
    Bonus
    Nightvision
    10 kW
    3×2
    Nightvision
    Exoskeleton
    200 kW
    2×4
    + 30% Speed
    Belt immunity
    100 kW
    1×1
    Immovable by Belt
    Portable Roboport
    Capacity / Charging
    Grid Taken
    Max / Recharge
    Working Area
    Roboport
    35 MJ / 20 kW
    2×2
    10 robots / 2 ports
    30×30 tiles
    Roboport MK2
    35 MJ / 20 kW
    2×2
    25 robots / 4 ports
    40×40 tiles
Strategy
  • Tactic 1 : Maintain your logistic network

    You can NOT win over the faunas without a well-supplied and well-maintained base. Reduce all possibility of logistic meltdown (resources shortage / radar shutdown / power outage / worn down defensive line) to make sure the faunas will stand no change against your mighty machinery.

  • Tactic 2 : Best equipment first

    There is no need to safe your best equipment for the later use. Use them as you must.

  • Tactic 3 : Kill them with fire. Burn the xeno.

    Faunas are weak to fire attack. But be careful not to burn a forest down. A wildfire can spread very quickly if left unchecked.

  • Tactic 4 : No Senseless Massacre

    More of fauna nests destroy, the stronger they become. Only destroy their nest if it’s necessary (like the nests that are too close to your base/outpost or on needed resources).

  • Tactic 5 : Always Fortified Your Base

    Especially around a power plant or a vital part of base / transportation.

  • Tactic 6 : Turret Creep

    It is not wise to approach faunas nests in the early game. However, with a help of gun turrets; you can somewhat eradicate a small nest without much of injury.

    To do a turret creep,

    • Place turrets near a faunas nest.
    • Quickly loaded the turret by Shift-click with mags and let the turret do the job.
    • Get closer and repeated until all the nest is destroyed.

  • Tactic 7 : Multiple layers walls

    Walls can be place double for a better defense line. This tactic was used once in an ancient time to effectively slow down and pull back enemy siege.

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