Engineers vs Environmentalist Redux


A Factorio overhaul with custom ores, heavier processing chains, expanded science and materials, cleaner starter-region worldgen, and deliberate outpost progression.

Overhaul
2 days ago
2.0 - 2.1
1.06K
Environment Mining Fluids Manufacturing

g Starting guide

10 days ago
(updated 10 days ago)

So Ill try to play through and write a starting guide.

We can call this one peace of Magnetitis. Running (its dirty healthy I know) from start area to get biter peaceful biter neighbours and mine magnetite.

First off I go with peaceful since ive not played it for a long time, but you should start with pollution reducers so if you place them in chunks you should be able to survive.

So id at current state go and find an area with bitumen, magnetite ore (its mixed with titanium atm), then any copper source.
I placed of my 10 crushers.
1 on coal with 6 miners pulling bitumen into coal dust.
4 crushers for hematite to get crude steel (iron plates going)
2 crushers crushing waste rock to stone/ gravel and sand (needed for better iron production and glass for boards and stone -> bricks for pipe and construction materials)
Aslo
1 crusher on chalcopyrite, to get copper of cable analogues

Then get some tech going and I prioritized to upgrade steel tech, and coal tech to get coke. Coke is required for bessemer process that should make you produce proper amount of steel.

For the power spikes, build extra burners, steam engines, and a shitload of steam storage. So one can handle to connect a 1GW coal science research station.

For explosives ie underground belts you can start with finding sulfur and salpeter to go with gunpowder, after that you can go get explosives through dynamite, or TNT later on or hexogen.
For massproducing construction parts a key unlock should be cement after bricks.

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