Let's see here... Access encoded... A gigabyte of RAM should to the trick... We're in. Alright, what do we got? Hey guys, my name's DocJade. Do you wish Factorio had less factory? Well, do I have the run for you. Today we'll be beating the game using a single assembler and to make my life even harder, I'll also get the "Lazy Bastard" achievement. After shuffling the seed, let's get started. Our spawn doesn't have as much tree cover as I'd like, but at least all the resources are close together, although I don't see any oil. Well, time for rocket debris, trees, and then set up iron plate production. Since this is the only mining drill and furnace we have, I'll start mining the other resources by hand. Then I can make an offshore pump and a boiler. But we need a lot more iron for the steam engine. Eventually, I make it, then a lab. I'll throw them all down, then we can start making the ten science packs we need to unlock the assembler, which is... not a fast process. Our first red science, 11 minutes in. Now we need to wait for the research. There it is. Now I'll make the assembler. First up on the to-do list is to expand our mining capacity, so I don't have to do it by hand anymore. After some gears, we've got two more burners. and I'll put them on coal. Some stone later, I can make another one for copper. To make sure I don't accidentally craft anything, I will use the permissions command to disable my ability to craft. After dutifully demolishing my dexterity, I'll make yet another miner to automate stone. Slowly, I am able to scale up from 1 miner to 3 to 4 electric miners. Using an assembler to craft small power poles is humiliating. After plugging it in, time to start making inserters for a smelting array. I don't have any splitters yet, so I'll feed the coal by hand for now. Then some more furnaces for copper. Having buffers is nice, but I do need to move stuff around quite a lot. Luckily, we can use the inventory of a car as a wider chest, so we can output to it and take input from it at the same time. So, we'll start working towards them. After some more electric miners and slightly less belts than my dad used on me, that's copper smelting. An annoying amount of recipe switching later. I'll add a second Steam Engine. Then we can stockpile red science, so we can research green science. Just kidding. Steel first. After expanding the melting array is a bit- I realized we should probably get some fast inserters. So goodbye, steel, and hello, electronics. Still don't have a splitter for coal yet. Speaking of coal, let's make some electric miners for it. A quick peep at our pollution cloud reveals it is in fact spreading, but our output is so low we shouldn't have to worry about it for quite a while. I'll finish hooking up the coal. sans splitter. And there's electronics. Now for fast inserters. Then back to steel. I'm researching steel early so I could start stockpiling a ton of it for later. Once that's done, let's get logistics for splitters and underground belts. We don't need quite this many furnaces for steel, so I'll scale it back to just three. Logistics, now for military, just in case we have an issue with biters. Finally, automated coal delivery. Some ammo and belts later. That's military, now for heavy armor. After doing a line of coal Let's take another look at pollution. It's starting to spread further than we can see. Luckily, we can check if it's polluting any biter nests by looking at the production tab. Looks like we're safe for now, but this nest is a bit too close for comfort. After some fresh fish... we can e-fish-ently take out that nest. A quick jaunt reveals another northern nest. I detest such a pest, so I shall contest the nest of the pest on my conquest of success. Also, that's heavy armor. Perchance. But to my disdain, there remains another domain to the north that I'm too lazy to keep coming up with rhymes for, so I'll abstain and deal with it later. Next up is turrets for easier biter destruction. Which is pretty quick. than green science. Now for automation 2, which requires the green science, so let's make some. Our first green science, almost two hours in. Our buffers filled up, so smelting stopped, which massively reduced our pollution output. Before I forget, I'll put some bricks off to the side for later. an agonizingly long pause for dramatic effect later... I'll go for a jog to the left to check for biters. Thankfully, no biters were there. A shorter dramatic pause later: That's automation 2. I'll re-enable my crafting permission and upgrade the assembler. Next up, stone walls, then engines and logistics 2. Finally back on track to cars. I'll start making walls when I have spare time, but it'll be a slow process. By the way, I don't plan on doing everything by hand until the end of the game. I do have a plan to fully automate the assembler, but it will take a while to get there. More walls and the unstoppable passage of time later. Engines Speed modules would be very nice right now, but they're still pretty far away. More walls, more bricks, more bricks to walls, more bits on walls. Logistics 2. then cars. I'll start making engines for them. Now for circuit network, which thanks to the crafting combinator mod, also unlocks the crafting combinator, and the recipe combinator. I'll explain them later. I'll also need the FCPU, but it's locked behind blue science. We'll get there eventually. After making a car, we can replace the chest with it. This will make crafting *so* much more convenient. Cars are kind of underrated. They have a bigger inventory than cargo wagons, and you can even set filters in them. This actually gives me another video idea. We're going to need oil pretty soon, so time for another walk. There's some down south, good to know. If I shift the car over a bit, we can use a third inserter for even higher throughput. Circuit network. Let's start working towards blue science. First up is fluid handling. I'll clear the trees on top of the oil patch and then take out the near... by... dye... bleh. Then take out the nearby biter nests. And I totally didn't run out of ammo. After adding a scarecrow: That's Fluid Handling. Now for oil processing. then plastic. Time to make the pump jacks, then I'll pull some poles down. I'll place the pumps. plumb the pipes and produce 1000 red science. Seven hours in. Post-procurement of pending piping, I finished laying the pipe. Then we can make a refinery. Our oil demand is going to be so low that we can just get away with one refinery. I'll add water in preparation for advanced oil and plug it in. Two chemical plants later, we're ready for sulfur and plastic as soon as we unlock them. I started to worry about the amount of pollution the pumpjacks were spitting out, but after waiting an hour for science... It all went away. Plastic. Sulfur is next. I'll plug in plastic production. then upgrade power production, because I have nothing better to do. Time to wait again. Having an up-to-date view of biter expansion would be nice, so I'll place a radar. checking in on the steel stockpile. This'll definitely come in handy later. 1000 Green Science in 8.75 hours. and another quarter later. That's sulfur. Next up is red circuits. And an hour later… Time for Blue Science. I'll bring the plastic and sulfur over to the assembler. Then wait for blue science. Now for blue circuits. Blue Science is a lot more steps to make, but at least we get two items per craft. Instead of making a bunch of small batches, I'll make all of the blue science in one go. An hour of engines and almost two hours for red circuits later... That's blue science. almost 14 hours in. Well, back to red and green science. Actually, before researching blue circuits, let's research modules and productivity modules to get more bang for our buck. I'm not sure why I didn't do this earlier. I'll make a few more red circuits. and put productivity in all of the labs. The radar finished scanning the map. Thankfully, there aren't any biters to worry about nearby. Blue circuits, now for the FCPU. 200 blue science. Time to stockpile again. Distraction! Speed modules. Yes, I could get slightly more productivity out of the assembler with productivity modules, but speed modules are faster in the short term. There's the FCPU. This will let us fully automate the crafting process. But to make one, we're going to need a blue circuit. So I'll set up sulfuric acid production with a temporary iron input. and make one. Then after some combinators. There it is. The FCPU is basically a really fancy combinator. I'll talk about it more in a second. Before starting the run, I prepared an automatic crafting system. I made a version without the FCPU over a year ago, but I forgot how it worked and it wasn't that interesting. So, I made a new one. Let's build it, and I'll explain how it works once we're done. After picking a spot to put it in, I'll paste the blueprint, then realize I forgot to research a bunch of the things it needs. So, after putting the *old* setup back together, we'll research railway, railway stations, medium power poles, substations, and stack inserters. then we can actually start building it. Oh, also lamps. We're using cargo wagons instead of cars, since you can't read the inventory of cars with the circuit network. Then I'll slowly fill in the rest of the components. With everything placed, I'll hand it over to PastJade to explain. Now it's time to explain how the automatic crafting system works. Let me explain what the new items are. First is the recipe combinator. *cartoon wiggle sound effect* Super simple, we just input an item as a *...*
signal, and the *chomp*
signal, and the *fart*
ingredients come out the other side. *...*
ingredients come out the other side. *...*
The amount of ingredients is also *...*
multiplied by the *chomp*
multiplied by the *...*
value of the input signal. *fart x3*
value of the input signal. *...*
value of the input signal. Then there's the crafting combinator, *cartoon chatter* *...*
which takes in an item and sets it as the *chomp*
which takes in an item and sets it as the *...*
which takes in an item and sets it as the *connect sound*
recipe in the machine it's pointing at. *dialup*
recipe in the machine it's pointing at. *dialup* *disconnect sound* *...*
And finally the FCPU, which lets you *regirock cry*
And finally the FCPU, which lets you *...*
And finally the FCPU, which lets you *...*
program its logic using a *...*
simplified assembly language. *un un un un*
... Let's walk through how the machine would craft a level 2 assembler. First we clear all of the registers and memory to make sure we have a clean slate. Next we need to read in all of the items we want to craft. The list of items we want is plugged into the red wire on the back of the FCPU, with a constant combinator and some additional logic. To read the red wire we will output the [W] signal to tell the external circuitry that we want to read the input list. Then we wait for the input list. Once the input has arrived, we can get a count of how many items are on the wire and store that into register 1. Think of registers like a little box that can hold one piece of information. We have 8 registers to work with. Now that we know how many items are on the red wire, we can loop over each one and push them onto the stack. *waffle sounds*
You can think of the stack *waffle sounds*
as a stack of plates. *wait... I dont think waffles*
When you push something to the stack, you *make a sound...*
put a new plate on top. *who wrote these subtitles?*
And when you pop from the stack, you take *wait, I did...*
the topmost plate off. FCPU doesn't come with a stack built in so I had to make my own. But for brevity's sake we will ignore the specifics on how it works. Let's get started on that loop. Our item count in register 1 will tell us how many times we need to loop. For each one of the loop, we look into the red wire at the position specified in register 1, which is currently our level 2 assembler that we want to craft. So we copy that into the 7th register and push it onto the stack. *So wait, is the stack made of waffles?* Then we can subtract 1 from register 1 since we've finished a loop. Now we check to see if we need to loop again. If our loop count is greater than 0, we still have stuff to do. So we would jump back to the top of the loop right here. But there's nothing left to do since there was only one item on the wire, so we move on. Now that we've loaded all of the items we want to craft, we can start working on crafting everything on the stack. So we pop off of the stack and output the item into the crafting combinator to get its ingredients. *pftunk* *wiggle* *magic* *chomp* *squeak* *fart* *whisk away* *slide* After waiting for it to respond, we can copy all of the results straight into memory bank 2. Memory banks are like registers, but instead of only having 8 slots, each bank has 256. Then we can copy everything on the green wire into bank 3. The green wire holds all of the items we currently have in storage. For this example, we have 100 iron plates, copper plates, and steel. Now we take the entirety of memory bank 3 and negate it. Then we can add memory bank 2 to memory bank 3 and store the result in memory bank 3 again. The result of this is if we have more items in storage than demand, the result for that item will be negative, otherwise it will be positive. Let's filter our data to only keep the positive numbers. Now we check: Do we have everything we need? In this case: *klaxon* no, so we put the assembler 2 back onto the stack. *waffles... stack...* *pancakes stack too...* Then we're going to loop over the remainder of the items in bank 3. So we count them, then loop over each one, adding them to the stack one by one. In this case, that's one assembler level 1, 5 gears, and 3 green circuits. Once we've added everything to the stack, it's time to try again. So we jump back up to the start of crafting, pop off the stack again, and this time we get the assembly machine 1. *assemble me some waffles* Which yet again, we don't have the ingredients for. So the whole process repeats until we hit the start of the crafting loop again. *is a stack overflow made of* *maple syrup?* This time, however, the top item on the stack is 5 gears. And when we do our math to see if we have the ingredients for gears: *ding* we do! So we jump to the make section. In the make section, we output those gears and also output our crafting signal, which tells the circuitry connected to the *...*
crafting combinator to *connect*
crafting combinator to *connect*
let the signal through. *cartoon chatter*
let the signal through. *cartoon chatter*
let the signal through. *cartoon chatter*
This sets the recipe on the assembler, *...*
This sets the recipe on the assembler, *dialup* *disconnect*
and we start crafting. *...*
and we start crafting. Now we just need to wait until we craft as many items as we need. So in another loop, we look for the items we're crafting, do some math to update the progress bar, then check to see if we have less in storage than the number of items we need. We repeat this forever until we've crafted the amount of items that we need. Then we check to see if there's anything left to do on the stack. If there's stuff to do, we jump back to the craft section to start the cycle again. But if there's nothing left on the stack... *NOOOO MY WAFFLES* we've crafted everything that we initially requested so we restart the entire program to reread the user input. And that's it. To summarize, we load in all of the items, then one by one, we check if we can craft them. If we can't craft them, we split them into their ingredients and put those on the stack. Then start over. Here's what the entire crafting process looks like in a test world. *chomp*
*fart* *klaxon*
*...* *chomp*
*fart* *klaxon*
*...* *chomp*
*fart* *ding*
*dialup* *chomp*
*fart* *klaxon*
*...* *chomp*
*fart* *ding*
*dialup* *chomp*
*fart* *ding*
*dialup* *...*
*dialup* *chomp*
*fart* *ding*
*dialup* *...*
*dialup* *bonk*
*...* *chomp*
*fart* *klaxon*
*...* *chomp*
*fart* *ding*
*dialup* *chomp*
*fart* *ding*
*dialup* *...*
*dialup* The crafting system is pretty great, but now we need to plug in all of the resources it'll need. I'll make some proper stone brick production. Put iron next to it. Then stone and coal, iron and copper plates. Solid fuel is next on the list, so it's time for advanced oil processing. I'll add the sciences to the request combinator. Speaking of oil, this nest is a bit too close... this one too. So, I'll make some turrets. After taking those out, including our first medium biter, I realized I never built a way to take items out of the crafter for the labs. Some quick jerry-rigging of everything later. The new removals break the crafting logic. ...So I had to modify the output to only take items out of the wagon when nothing is being crafted. I have a feeling this automated crafting is going to vastly increase our pollution output. We should probably defend the base with some turrets now. But we're going straight for laser turrets, since making ammo for regular turrets would be a huge waste of crafting time. While we wait on that though, I'll manually fill up some temporary turrets. Something I forgot to mention in the explainer, the crafting combinator has a chest in it for automatically adding waffles to for automatically adding modules to recipes for productivity. Which is nice. I also put turrets on the oil field. Military 2 Looking at power consumption, our biggest consumer is electric miners, which is also our biggest polluter. I'll queue some efficiency modules and solar panels. Actually, never mind on the solar panels. We haven't researched them yet. So it broke the machine. Oh, the efficiency modules broke it too. We'll research them and solar right after military science. The pollution isn't that bad anyways. There's military science. Into the combinator it goes. Our first military science, only took 28 hours. There's the efficiency modules. Back into the combinator it goes. A quick Inserter upgrade later: I'll start popping those into the miners. I upgraded the Science output method to only forbid the item currently being crafted, which improved the output quite a bit. With efficiency in all of the miners, the power draw is now lower than the stack inserters. It also improved the pollution cloud just a bit. just for fun, I'll put them in the pump jacks too. Productivity requires a few items to be crafted before you get a bonus item, so I'll increase the craft amounts for the science to squeeze out just a couple more free ones. Solar, let's make some. The amount of focus on pollution output might seem a little excessive, but the more pollution we prevent... The slower the biters will spread across the map. Battery, which I forget to set up for three hours. Then laser. Lots of time wasting later... and I remembered to set up batteries. But I immediately got sidetracked again. I remembered: I forgot to place the solar panels. The solar panels stole my audio quality, but I persevered and set up batteries. Our base now runs completely off of solar during the day. More modules, why not? Laser turrets! Next up on the wish list is beacons to speed up the assembler, but they're locked behind purple science. So I'll queue everything for it, then the beacons and level 3 assemblers. Even without modules, the level 3 assembler is 66.666666666666 assembler is 66.66666% faster Time to replace the wall turrets with lasers. I'll craft those. Wait, I never set up advanced oil processing. What am I doing? Into the queue. Would you look at that? Our pollution cloud only just barely leaves the base now. Good stuff. After placing all of the laser turrets, including the ones on the oil field, That's Advanced Oil. I'll set it up and crack it. Then sneak another chemical plant in for lube, which I also forgot to research. Lots of forgetting today. Anyways, after placing the missing pipe, that's all of the oils. One thousand blue science. Forty-four hours, four minutes, and forty-four seconds. I think I have a new lucky number. Science is taking forever. Science is taking forEVER. I think it's time for more productivity in the labs. But to make those Productivity 2 modules, we will need blue circuits. So I'll plug in the sulfuric acid. I tried to automate the fluid input, but I couldn't find a way to make sushi pipes work consistently enough. So I just swap out the pipes manually. After waiting and rotating, there's Productivity 2. I dislike this nest for no particular reason. Luckily, turret creeping with lasers is super easy. Why did I never research Steel Axe? Honestly, I'm just bored of standing around, so I'm just taking out biters for fun. The Productivity 2 modules slowed down the lab so much that we're making science faster than we can research. Let's make another two modules for another lab. Electric furnaces, now for purple science, which takes just under an hour and a half. I added the purple science to the input, but when it tried crafting almost 2,000 rails in one go, the machine ran out of storage space because of all the sticks. I managed to unclog it, but then it ran out of room again trying to make copper wire for green circuits. Since I don't want to sit here and unclog it all day, I'll decrease the crafting amounts to 32. Purple Science, 55 and a half hours in. Soon after, Beacons, let's make 'em. Unfortunately, this massively increases our power draw. I'll queue accumulators, so we can decrease our dependence on steam power. Before we can do that though, Biter expansions are starting to get pretty close. I'll take out this left one. and the lower right one. With some accumulators, we're back to pure solar power. But the biters didn't seem to care. After taking out our first big biter, ...and the rest of the nest. It's pretty apparent that the biter expansion is starting to far outpace my efforts to hold them back. So, switching to defense, I'll expand solar some more so we can place more laser turrets. Then we'll research Military 3 to unlock Baja Blast. We'll use it later. Automation 3, let's upgrade the assembler again. The Level 3 assembler has two more module slots. Might as well go for gold, so let's unlock Productivity 3. While we wait, the nearest nest is due north. After Baja Blast-ing them into next week, I'll quickly switch to Inserter Capacity bonus to speed up crafting items like green circuits. These expansions are getting very annoying. Productivity 3. I'll queue some. Then we can start on speed module 2s and 3s for the beacons. We're getting pretty close to the rocket. Speaking of close, seriously? Now we've got Productivity 3 in all four slots of the assembler. Only need four more for the labs, which takes about an hour. Speed module 2s and 3s. I'll start filling in the beacons with those. Then it's finally time to start working on yellow science. I'll queue all of the researches for it. Concrete and flammables. Then we can queue rocket control units, and the silo. In not so rapid succession: Rocket fuel, electric engine, robotics, low density structure, and yellow science. Into the list it goes. Annoyingly, Utility (yellow) science needs both sulfuric acid and lube. So I'll have to switch the fluids around quite often. As a workaround, I'll queue a bunch of electric engines up front. Then we'll have a nice big buffer for the science to work with. With all of the speed modules, crafting times aren't actually that bad. Even low density structure is pretty quick. Yellow Science. 88 Hours. Great Scott! A while later. Rocket control units. The silo takes 1000 of each science, so we've got a lot of time to kill. and pipes to switch. One thousand purple, 93 hours. Surprisingly, we managed to chew through the entire steel stockpile, so I had to expand smelting. We're making science faster than we can consume again, so time for some lab speed. 1000 yellow science, 99 hours. 100 hours: And that's the silo. We could launch a satellite. Okay, nevermind. Let's make the silo. And while that crafts, I'll remove the labs to make room for the silo and reconfigure the belt. The silo needs quite a lot of green circuits, so the system is trying to craft 12,000 copper wire. We didn't quite have enough room, but I was able to pull the concrete out to temporarily make room. Now it wants to make another 12,000, but after some more inventory shenanigans... We got past it. Blue circuits are next. than electric engines. The machine doesn't account for productivity, so we ended up with almost an entire steel chest of extra copper wire. Now it's finally putting it all together. And that's the silo. I'll stop the machine, Then place it and throw in the productivity modules. After putting the rocket ingredients into the list, now we just wait. Well, not quite. There was a couple adjustments I had to make, lots of fluid switching, and other miscellaneous base maintenance stuff to do. The ore panches are also looking extremely thin, but luckily, there's just enough to finish the rocket. Let's get out of here. 108 hours, 51 minutes, and 26 seconds. Just shy of the world record. I'd like to take a moment to thank my supporters on Ko-fi, and while they scroll by, I've got some more thoughts about this run. Using a single assembler to craft every item is obviously absurd. But, in Factorio 2.0, building one of these machines will be possible without using any mods, which will open up a ton of new possibilities for base designs. Imagine a rail base, where a special city block makes whatever's currently in high demand, or you could even improve sushi bases to craft items based on what's currently on nearby belts. I can't wait. And that's all for today. My name's DocJade, Buh-Bye.