How Hard is it to Beat Factorio's SEABLOCK? — The Bean Base

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I'm getting the feeling my fans actually  hate me. Of course they chose Seablock.  Let me give you the backstory. Many years ago,  some psychopath was playing the Angels Mods when   they realized that it was theoretically  possible to beat the entire mod with only   water as your resource. And instead  of locking that idea far, far away,   they decided to listen to their intrusive  thoughts, and thus Seablock was born.   Seablock's namesake is the classic Minecraft  mod skyblock, the first principle difference   being we're in the ocean instead of the sky,  and the second being that this isn't Minecraft. Angel's and Bob's are already  very complex mods on their own,   but asking us to do it all from nothing  but water and limited space is the exact   kind of CBT you come to this channel to see. So  come with me on my journey to expand this tiny   rock into a massive factory capable of producing  millions of science from nothing but silty water,   and I do mean millions. Just launching  a rocket isn't enough for this mod,   we need to research a spaceship complete with  FTL capabilities if we want to get off this rock. We're given a handful of materials to start  with, but this is about the only mercy this   mod is prepared to give you. Our first question is  how in the heck do we turn water into iron plates. And we get slag by pumping water into an  electrolysis machine and zapping out the hydrogen   and oxygen until we're left with nothing but  slag. That gets, crushed, mineralized, and finally   crystallized into a *chance* at getting a useful  ore that can be turned into either iron or copper. Welcome to modded Factorio, and  we don't even have inserters yet. Though, to get inserters, I just need to grow some   brown algae in these algae farms I  unlocked by crushing some stiratite.   And with that, I've managed to make  a handful of copper plates. Hurray.   I'm starting to get the feeling that the original  mod wasn't intended to be played like this. Well, with inserters, I can  actually start "automating" things. The first step is actually getting some slag  onto belts, which isn't terribly straight forward   seeing we need to deal with all the useless oxygen  and hydrogen it creates first, but two flare   stacks is enough to deal with it all. The main  problem is our rapidly dwindling starting supplies   as a single underground pipe represents several  minutes of worth of resources at this point. We feed that into the crushers, then  into a liquefier, and finally we've   got automated ore production.  If you can call two iron plates   a minute automated. The main thing  this gives us is access to copper,   which we didn't get from the starting resources  and allows us to start making some science. The first thing I want is basic logistics,  because it gives me access to splitters,   which are very useful here because these ore  crushers spit out crushed stone as a byproduct,   as if this production chain wasn't complicated  enough already. And the only way to get rid of   it automatically at this point are filtered  splitters. The good news is we can feed that   crushed stone back into the liquefier  and get even more mineralized water. You might have noticed the wind turbines  we got with our starting materials. Each   one puts out an absolutely pathetic 15 kW each,  which means that running a single electrolizyer   takes over twenty of them, but it's the  only source of power we've got. At least   their output is constant. Guess there's  a good sea breeze around here, but we've   only got 120 of these things, and no way of  making any more for the foreseeable future. Power is going to be a major limitation. With green algae we can make cellulose, which  can then can combine with algenic acid from brown   algae to make paper, and eventually the boards  we need to make basic circuits. Cellulose is   the only burnable thing we can make right now,  and if you were wondering where I was getting   the fuel for the furnaces, there's an infinite  recipe to forage for a small amount of cellulose. At this point I've already used up  over half of my starting landfill,   which is a bit concerning if I ever hope  to make more than two plates a minute,   so I start researching something  that should help with that. These washing plants take in muddy water  sucked up from the sea floor and make it   progressively cleaner before finally spitting  out saline water at the end after five steps.   You can also get clay, sand, and lime from  it, which I regret building because it's not   useful until way later and I wasted a ton of  my starting supplies building them. The saline   water is useless right now, but we just get  rid of it in this clarifier. Funnily enough,   what we're really after is the mud byproduct,  which can be used to make more landfill. The first step also spits out  trace amounts of hydrogen sulfide,   which seems useless for now, so we  just vent it into the atmosphere. But all those washing plants take electricity,  and now we're officially out of wind turbines.   Power is going to be our biggest  issue now. I can make steam boilers,   but as I said, our only source of combustible  materials is cellulose from green algae,   and that only has a measly fuel  value of 1 MJ. Doing some quick math,   this one algae farm can create about 0.3 cellulose  per second, which roughly translates to 300 kW,   and considering the building itself takes about  100 kW, I'm sure you can see the problem here.   Not to mention all the useless brown algae it  spits out that we'd need to just shove in a   chest. Oh yeah, and the assembling machine that  makes the cellulose is another 100 kW, but being   positive 100 kW is still like, 6 turbines, so it's  something. Point being, we need something better. While i think about that, I'm slowly hand  crafting science to get through all this   early research. There's way too many of these  to talk about so just roll with me here. This   is also a good time to mention I got a speed  boost mod so I don't need to wait around as   much. Usually I insist on everything being  real time, but when it takes a minute to make   a single iron plate and with nothing to do in  the meantime, I'll make an exception. This will   make the playtime counter a bit inaccurate,  however, since it runs off of game time. On our quest for a solution to the power problem.  We've researched some more cellulose processing,   where we can combine fibers into chunks,  chunks into blocks, and then burn the blocks   to make charcoal. Each step increases the fuel  value by 1.33, 1.125, and 1.11, respectively,   meaning 12 MJ of cellulose turns into 20 MJ of  charcoal. We've also unlocked a better green   algae recipe. Downside is, it takes mineral  water and carbon dioxide instead of water,   but it doesn't output any brown algae and it takes  half as long to make twice as much green algae. The process in the same as making  mineral water for the crystallizer,   plus turning charcoal into CO2 gas. This means  we're getting 1.2 MJ worth of cellulose per   second from this algae farm, also known as 1.2  MWs, and when we factor in the whole processes,   we're up to about 2 MJ per second. But considering  all the machines necessary, the operating cost is   probably somewhere around 600 or 700 kW plus  the charcoal lost to make carbon dioxide,   so we're looking at about 1.2 MW of excess  power. Which still isn't much considering   all the effort it took to build, but that's  equivalent 80 turbines. After all that, we can   support a whopping four extra electrolyzers.  Great...! Welcome to the seablock experience. Now, building all that has completely wiped out  the last of my starting resources and I'm really   starting to feel just how horrible my supplies  are. Even with the speed boost I still need to   stand around for several minutes just to get the  iron to make a single building. There's got to   be a better way, and there is, but wouldn't  you know it, it's even *more* complicated. First off I'd like to explain these  valves real quick. They're pretty simple,   this overflow valve will only allow flow  if the volume in the pipe is over 80%,   and there's a top-up valve that only  allows flow if the *other* side is below   80%. They're handy for fluid control and I'll  be using these a good bit, so it's important. Anyway, it all starts with this unassuming  hydrogen sulfide byproduct we get from the   mud washing. If we combine it with oxygen  gas in a chemical plant, we'll create sulfur,   and if we combine it with oxygen again, we'll  create sulfur dioxide. I hope you're paying   attention because this is the single most  important production chain in this mod. For the next step we'll need purified water,  which we can make by recombining the oxygen   and hydrogen with another chemical plant now that  we've zapped all the slag out of it, and thanks to   the overflow valves, only the excess gets vented  into the atmosphere so we'll always have enough. Finally, that combines with the sulfur dioxide  to create the almighty sulfuric acid. We love   sulfuric acid. Why...? Well because it gets us  slag slurry. Instead of crushing the slag and   liquefying it into crappy mineral water, we  can combine it with the acid to make slurry.   We're almost there, but slag slurry on its  own isn't useful, we need to clean it up in   a filtration plant first. It uses up a filter to  turn the slurry into mineral sludge, but it spits   out the filter frame and we can recharge it by  adding some of the charcoal we've already made. This is a good time to mention that  this mod comes with bob's inserters,   which are highly adjustable and allow  for some crazy compact builds. The   mineral sludge goes into a crystalizer  and finally we can turn it into ores.   None of the probabilistic nonsense where  we get a chance for two two different ore,   here we get the exact ore we want, and with over  twice as much from the same amount of slag too. It's also time to mention this behemoth. The ore  sorting facility. Instead of smelting the Saphrite   directly, we can sort out the iron ore and a  smaller amount of copper ore, as well as two   pieces of slag which we can route back in to get  even more mineral sludge. It feels weird getting   excited about a slag byproduct, but like I said,  welcome to Seablock. It's more efficient, yes, but   it's still a tiny, *tiny* trickle of resources. If  this was a normal run I probably could've launched   a rocket by now, but nope, here I am getting  excited over an extra ten plates a minute. But there's the loop to make mineral sludge, and  how we're going to be getting pretty much all our   ores from now on. If you're already overwhelmed  by this mod, this is just the beginning.   It's not even over yet, because if you were  paying attention, we've got this sulfuric   waste water to deal with from the filtration  plant. But don't let the name mislead you,   it's actually a sacred substance. This whole  thing costs sulfur to run, and our only source   of sulfur is washing mud to get like two units of  hydrogen sulfide, which is totally unsustainable.   However, we can recover that sulfur by putting it  through a water treatment plant. Not only that,   we actually *gain* sulfur by doing this.  For every three sulfur that's put in,   we get about 3.2 sulfur out by the time we wash  the waste. I guess you could say we're picking up   some trace sulfides from the slag, but whatever  the case, we'll never run out of sulfuric acid. The plant also spits out some purified water and  mineralized water, which I'm more than happy to   route back into the filtration plant and the  green algae respectively. This is where those   top up valves come in handy, because I can make  it so there's always room for the output from   the hydro plant and so that its water will get  consumed first so the system doesn't get clogged. And you'll never believe what  you're about to see next. That's   right. Actual automated red science. It  might not look like much, and it isn't,   but considering where we started, it's quite  an accomplishment for six hours of effort. To put an actual number on it, It takes  four seconds to make one slag. I've got   three electrolyzers so that's .75 slag a  second. It takes 2.5 slag to make an ore,   but for every four ores we get two slag back, so  our effective slag per second is actually .9. And   after some more boring math, we learn that  that translates into a blistering .135 iron   plates per second, and .0675 copper plates  per second. So yeah, you get the picture. Point being, we need to scale up. And  that starts with some more electrolyzers,   don't forget that I still need to hand craft  all of these and getting the iron for a single   electrolyzer takes about three minutes.  These copper underground pipes are almost   as expensive as the electrolyzers themselves.  I'm going to make this set up to be a bit more   expandable than the other one, but since  power is going to be a persistent problem,   I'm not going to go overboard just yet. At this  stage of the game, it's best to focus on getting   the early research out of the way and pray that  something we research will get us out of this I disconnected the landfill maker so I  could use it on electrolyzers instead,   but it's time to bite the  bullet and make some more power. Now it's time to introduce the blast  furnace. Making iron plates in a regular   furnace is lossy because it's four ores to only  three plates, but with this more advanced process,   we can get the full four plates by turning them  into ingots, melting the ingots into molten iron,   and then casting the molten iron into plates. An  unexpected bonus is that because the blast furnace   is so fast, it actually takes much less fuel than  the regular furnace. I'm sure in a literal day   I'll have the luxury of automating fuel insertion,  but for now we're hand feeding all the way. I've also researched steel, which is  made from iron ingots plus some oxygen,   which we have in abundance. A steel  ingot takes four iron ingots to make,   which is important because any steel production  is going to need to leech off our already sluggish   iron production. The advantage is, along  with steel we've unlocked a few more recipes,   and we can actually make more wind turbines  now. The fact that I don't need to make a   five step process just to get power out of  them is initially appealing, but after making   a handful it dawns on me just how expensive  they are to make relative to their usefulness. Running off five electrolyzers and the  improved furnaces, this thing puts out .25   plates per second. One single turbine takes  22.5 plates, so using 100% of my resources   it's 90 seconds per turbine, And seeing as  it takes 20 to support one electrolyzer,   you're looking at over 30 minutes just  to add one electrolyzer to the network. Yeah, that's a bit excessive,  even using the speed mod,   so eventually I wizen up and return  to the algae farm idea. To be fair,   each electrolyzer I add would speed up  the process, but it's just not worth it. So this is still a lot of effort to get out little  more than a MW of usable power, but I'll take it.   I tried to make it compact and easy to duplicate.  I also added more steam engines than necessary,   because when power demand is low, the chest  will actually stockpile charcoal almost like   a battery and the extra engines will be  able to deal with any spikes in demand. More power means more electrolyzers,   means more resources, means less waiting. Also  we can turn our landfill machines back on. With 14 zappers I've got a *reasonable* supply  of materials now, at least considering what we   started with, and despite our single lab  setup, after several hours we're running   out of useful research that we can get with just  red science. That means tackling green science. Up until now I've been happy to make nothing up  saphrite and extract iron and copper from it,   but to get green science we're going  to need to broaden our horizons are   start crystalizing different ores,  specifically bobmonium and rubyte. It's crushed in the same way as saphrite,  and the only difference is that when we put   it through the sorter, we get out tin and  silicon ore instead. We have pretty much   no use for silicon right now, but the  game's going to give it to us anyway,   so all we can really do is stash the glass it  makes into a chest. The tin plates are made the   same way as copper or iron and before too long  we've got the whole process up and running. Now,   everything is made from the same mineral sludge,  which means making tin costs my iron production.   And that hurts a bit because all the buildings  are like 90% iron, but I can spare a little bit. I decide to explore a bit and check  out this tree down here. There's some   things called desert gardens which gives me  plants that I have no idea what they're for,   but the tree is nice because it gives me  100 wood, which I can use to make chests,   because this is a run where losing the eight iron  plates to make a chest is an excruciating loss. And now it's time to undo everything because I  didn't leave enough room to make the rubyte as   well. Anyway, eventually I rebuild both  of them. Rubyte sorting gets us lead and   nickel ore. The nickel ore is even more useless  silicon, so it gets its own special box too.   Lead is also much less useful than tin, which  can make underground belts longer than two tiles,   but it does let us make solder by combining  lead and ti n ingots in an induction furnace. So now theoretically I've got everything  I'll need to make green science. I just   need to make it. It's crafted through this  complex chain which isn't worth explaining and   so I'll be putting it all on the screen for  your viewing pleasure. It's a lot of steps,   but it's not actually all that complicated. What  is complicated is the spaghetti abomination I   created to make it. Seriously, the modpack giving  me the adjustable inserters mod was a mistake.   Because now I'll be uncontrollably compelled  to make everything as compact as possible. Sorry if it feels like I'm speeding through this,   but this mod is incredibly long and complex  and we'll be here forever if I try to cover   every single crafting chain in detail.  But the end result of all this is slow,   but fully automated green science. Hopefully  there's something in there that can save me   from this endless hell of hand crafting, waiting  next to boxes, and never ending power problems. For any mod like this, something like FNEI or  Recipe Book that lets you browse recipes and   items is completely necessary if you value your  sanity. At this point, I really want to scale up,   but power is still holding me back, and so I'm  browsing through to find anything that might   solve that. I stumble across oil processing,  which requires blue algae grown from sulfuric   waste water, and then a fluid called fuel oil  catches my attention. It has a fuel value of 1 MJ   per unit of fluid and seems *much* more efficient  than our algae to charcoal chain. One snag though.   We need our waste water to recover the sulfur  necessary to make the acid that makes this whole   factory to function. There's some excess, but only  about 6% of the waste water produced could be used   before we're negative on sulfur, and that doesn't  sound like it's enough to run a whole base. But looking further, it seems other  things can produce fuel oil too,   and that's when I discover *BEANS.* I'll keep you in suspense, but  now I'm on a beeline for those   beans. Unfortunately there's a lot  of hurdles between me and my beans. First one are these clay bricks, but at  least now I finally get to use the clay,   lime, and sand manufactures I set up fourteen  hours ago. I need them to make the buildings   required for the next steps. Which involves  this tree seed generator and an aboretum.   Using the tree we picked up a long time  ago, I can generate tree seeds and grow   them. But growing them also requires soil,  which is made from compost and mud. I can   get the mud from the washing plants and  the compost by putting anything organic   in a composter. The blue algae I made earlier  will work. With all that, we can grow trees. Then we can cut the trees into wood with an  assembler and a saw. It usually preserves the   saw and it's giving me flashbacks  to Space Exploration. Finally we   can start assembling the parts of this new  science called an optimized biome planner. Again, not that complicated, and I'll just hand  feed the paper from the existing algae build.   I don't need this fully automated anyway, because  I can't fully automate it. And that's because it   requires these plant samples can only come from  gardens, if you remember those. I can only make a   couple dozen at the moment, but fortunately that's  all I need to research the required tech. Farming. So with my 32 science packs, I shove them  into the labs and get on it. Also I researched   circuit networks while you weren't looking.  I was been feeling pretty naked without them. Apart from giving us plant samples, the gardens  also have a chance to give us seeds. Unfortunately   the last three didn't give me what I needed,  but there's another couple over here, which   I snag real quick, and lucky for me, the very  last one gives me what I need. Binafran seeds. With these I can grow binafran in this farm  with the addition of saline water and sand, all   very convenient products of our washing plants.  Excuse my while I spaghetti my way to victory. I   don't think beans and spaghetti  usually go together, but they do now We get 30 to 40 binafran out, but we need to set  some of those aside to turn back into seeds with   a seed extractor so we can repeat the cycle,  but the rest can go into the plant processor   where our binafran is finally turned into  precious beans. Those beans can be processed   further into nutrient pulp and finally fed  into a gas refiniary to create our fuel oil.   There's lots of plants that also create  fuel oil, but beans are by far the best. Now we can feed that fuel oil directly into these  special fluid burning steam boilers. The process   also gives off some water as a byproduct, but  since we're going to turn it all into steam,   all we need to do is feed it into the boilers and  connect the main water supply with a top-up valve   so there's always room to burn off the water  byproduct instead of saturating the pipes. And   that's bean power. This whole thing is already  capable of producing around 5 MW continuous,   which is basically more than my entire power  grid, and it's only a proof of concept. One thing worth mentioning is to make the  nutrient extractor I had to get bronze   plates for bronze pipes, but they're just  copper and tin combined so nothing special. Excited by the prospect of being saved from  my pelagic peril by the power of beans,   I don't waste much time setting up a more  proper build. It's got its own washing plants   prioritizing sand and saline water and comes with  the added bonus of making more landfill for free.   When I start designing the actual build,  I try to set up enough farms so that   it can ideally keep one gas refinery  running constantly while maintaining   a reasonably defined shape. The key word is  expandability. If I can get a good design down,   all I'll need to do is copy and paste it  every time I start running low on power again. So behold, the tillable bean plant. This  thing puts out a staggering 20 MW. Quite   the improvement over the 1 MW of the charcoal  plants, don'tcha think? And now I can finally   stop worrying about power problems and  start preparing to scale this base up. yes, those are enemy worms to the  right, and yes, they are annoying. So, in a similar philosophy to that of  the bean power plant, I'd like to make a   new mineral sludge setup that's easy to repeat  so I can always add more if I'm not producing   enough sludge to meet demand. There's also a  better recipe for making slag that we unlocked,   which makes it twice as fast. The only caveat  is, it requires these electrolyzer electrodes   to function and spits out used electrodes,  which need to be cleaned with purified water. It might be tempting to spend twice the footprint  and power just so you don't need to deal with it,   but washing the electrodes also  gives us mineralized water for free,   which we can use to run our algae farms and  crystallize the excess into free saphrite and   stiratite ores. Basically, it's definitely  worth it. At first I thought I'd run them   off of the purified water that I can  make out of the oxygen and hydrogen,   but it actually costs slightly more to wash  an electrode than the process can create, so   I build a hydro plant to purify the water instead  and get rid of the saline water in a clarifier. The electrodes are never destroyed,   so it just takes a couple hundred to start  the process and then it's good to go. You may have noticed that I'm trying very  hard to keep everything within the same width,   and this is why. Not only is it compact,  but I can also use underground pipes to   connect things like the saline  water output between each lane. I'm built a second one right now just so  it's easier to visualize how things will   fit together moving forwards. All this  infrastructure just gets us the slag,   however, and we haven't even started  to liquefy it, so that comes next.   I'm trying to keep the ratios balanced with  ten electrolyzers of production as much as   possible. There's also a recipe that can turn  crushed stone into slag slurry, and I'll set   one up because I foresee needing to dispose of  large amounts of crushed stone in the future. It's a good amount of effort to get everything to  fit in this general footprint while leaving room   to route out mineral water and mineral sludge, but  alos route in crushed stone and charcoal, but it's   going to be worth it when it's done. The final  step is the filtration and waste water washing.   It's worth pointing out the adjustable inserters  again, because they allow me to make this very   convenient filter design between two filtration  plants that wouldn't be possible otherwise. All   I need to do is drop ten or so frames in  each assembler and they're good to go. This thing is getting quite tall. It's  all set up to make our precious sludge,   but first we'll need a charcoal factory to feed  the filters. As I mentioned earlier, the mineral   water byproduct is very convenient and lets us  build one nearby without any major headaches. I'm not going to use all this mineral  water right now, so I'll collect it in   this massive 200,000 unit tank, and add a  pressure release to get rid of any excess. Now all that's left to do is throw in  some sulfur and watch it whir to life.   And there we have it, a repeatable stack ten  blocks wide capable of producing mineral sludge.   But there's always adjustments, as I realize  that the amount of purified water off one   plant isn't nearly enough with the electrodes,  acid, and filtration plants all requiring it,   so I make a dedicated plant off to  the side and hook it into the system. Since we have a reliable source of sludge now,  we can start thinking about crystallizing it.   It's pretty easy to set up because the sludge  is a fluid and pipes are much easier to deal   with than belts. Also these stone pipes  are basically free since stone bricks   aren't really used in anything else and stone is  just a byproduct of making the metals we want. Now, remember how to get pure ores, we had  to deal with getting some random ones like   nickel along with it? Well with this advanced  process we got from red and green science,   we can get pure iron, copper, tin, and lead  with just the cost of a bit of mineral sludge   to create these catalysts. Also we need  to put two different ores into the sorter   instead of one, but beyond this, there  isn't anything you haven't seen before. Then I set up copper in much the  same way, and then tack on some   steel and brick production down here,  which I'm going to regret a bit later,   but oh well. The crushed stone will be  turned into bricks until it's saturated,   and all the excess will be routed back  into the sludge stacks to be disposed of. Despite being three times faster than my old  base, it's important to emphasize just how much   infrastructure it takes to get even a trickle of  ores from water. And so before moving forwards,   I start building another three sludge stacks.  This also goes to show the benefit of this   easily expandable design, but perhaps easy isn't  the right word, because even thrity hours in,   I'm still handcrafting literally everything.  All the belts, inserters, pipes, power poles,   electrolyzers, liquefiers, everything. The pace  of this mod is so slow that the rate at which I   can hand craft is pretty much the pace at which  I get resources, at least until very recently. The other thing is that these incredibly  complicated builds need to be made by hand,   because I have no construction bots and  won't have construction bots until far,   far in the future. Let me just level with  you. If you're going to play this mod,   download something like companion drones  or nanobots. My suffering can bring joy   to thousands of people, and that's why I'm  putting up with this , but your suffering   achieves nothing. Do yourself a favor,  and get an early construction bot mod. Though I will say, there is a bit of zen to  this sort of thing. With a mod like this,   the path ahead of you is often as confusing  as it is overwhelming, and it's kind of nice   just having a repetitive, but simple task in  front of you. Or maybe I've just gone insane,   who knows! Anyway, the end result is a grand  total of 50 electrolyzers bringing in 25 slag   per second. It might not sound like much, but  that's 33x faster than our original build. That's a lot of power demand though, but all  we need to do is build another bean farm and   that's another 20 MW into the system. Hard  crafting all the components is still annoying,   but for the first time it seems like actually  automating supplies could be on the horizon. More confident in my sludge supply, I set up tin  processing, and lead processing in much the same   way. After pasting and building, all I need to  do is change the recipes so we're making the two   ores necessary for each resource, and we've  got the basics up. Except lead ingots take   a small amount of oxygen, which I'm making  from an air purifier and a chemical plant. I've been leaving some space between them just  in case I need to route something through. And   this decision immediately pays off as  I need to grab some of the ingots from   other build to create the solder and bronze  I'll need to catch up to my spaghetti base And because nothings straightforward or  easy in this mod, I need to go through   this massive rigmarole of making washing  plants for mud as well as clay bricks,   all so I can use it to make soil to grow  trees, and turn the trees into wood so   I can turn the wood into wooden boards  which can finally be used to make basic   circuits. At least there's these electronics  assemblers that are smaller and faster than   normal assemblers. Only difference is they can  only make electronics. The algae to boards recipe   we used first is so incredibly bad that  there's no way it could possibly scale,   so that's why we're using wood instead. With that  squared away, I've got the beginnings of a bus. So now that I've got all these resources, what I'd  really like to do is start automating supplies,   but you may have noticed that there's  about a billion different buildings,   and they all take like five different items each.  Not only that, but there's also tier two or three,   and even tier four variants of each building  that take the previous tier as well as another   four different things. Automating them  all with belts would be a nightmare,   and if you've watched my other videos, you  might see me researching trains and are   getting concerned. But don't worry,  what I'm going to do is way worse. I'm going to do it all with warehouses.  Conceptually it's simple, because if I can   put all the items I need into the same box, any  assembler connected to that box will be able to   grab whatever it needs to make that building.  And because of the adjustable inserters,   each warehouse can supply eight assemblers each.  We'll use these smaller silos to bridge the gap   and feed into each subsequent warehouse so I can  add on as many assemblers I need. The difficulty   starts with actually getting items *into* the  warehouses, because unlike the cargo wagons,   I can't add filtered slots to keep  it from overfilling on certain items. We need to limit the amount of each  item that can be in the warehouse,   and we can do that by wiring up these inserters  to the warehouse and tell them to only activate   when there's less than a certain amount inside.  All of these inserters put their items onto   the same belts before they're all shoved  into the warehouse. The advantage of this   solution is that not only does it fit neatly  through my main bus, but the verity of items   I can add is no longer restricted by how many  inserters I can fit in front of the warehouse.   As you can see, once there's enough of an  item, they stop pulling it off the main bus. Second problem. Because I want to be  able to make intermediate products   like gears and throw them back into the  warehouse so other buildings can use them,   I need to wire up the gear assembler's  inserters to the warehouse as well and   set a condition that also limits  the number of gears it can add. Now the third problem is the toughest  one. I want each warehouse to contain   its own set amount of items, but  if we just connected them all,   the inserters would try to take everything out  indiscriminately and shove it all into the last   warehouse in the chain. Obviously we need to  set a limit like we did before, but this time,   we're not pulling from a belt that has only one  kind of resource on it, we're pulling from a   warehouse that has dozens of different items, so  a simple condition on the inserter isn't enough. Instead, we can use filter inserters set to "Set  filters" mode. That way they'll only try to grab   up items that they're receiving via circuit  signal, and if we load a constant combinator   with the levels of each items we want to maintain  inside the warehouse, and then subtract the values   of the contents in the warehouse from the constant  combinator, each signal will disappear from   the filters when the value becomes negative.  It's all very complicated, and very tedious,   and an absolute nightmare of manually setting  up signals in the combinators and inserters,   but it's still better than trying to do this  with belts, and while the inner workings might   be a nightmare, it ends up being very convenient  and orderly once it's set up. After all that,   I've got a generic solution to make any building  I want and finally have automated supplies. I cannot express how strange it feels after nearly  40 hours of hand crafting to finally be free. The only thing I'm really missing  now before I'll be caught up with   my old base are electronic circuits.  I kind of glossed over them last time,   but they're a lot more complicated and  a lot more expensive than their vanilla   counterparts. The smaller electronics assemblers  are a great help as we need to make copper wire,   tinned copper wire, and carbon to first make  the electronics components. Carbon comes from   combining charcoal with steam in a liquefier and  I made this slapdash thing here to deal with it.   There's also these groundwater pumps which can  be placed anywhere to get 60 water a second,   it's 1/20th that of an offshore pump, but  very convenient if you don't need much. Those get combined with solder and basic circuits  to make the circuit board, and finally that's   combined with iron plates to make the circuit.  They're only going to get more complicated from   here. I can also route those green circuits into  the warehouse mall and start automating fast   inserters and filter inserters too. The adjustable  inserters definitely make things a lot more   compact, but it is a bit harder to tell exactly  what they're doing just by looking at them,   which isn't the best for the video but you're  all smart people I'm sure you can handle it. You know what, I'm tired of talking about stuff  I've already done, so there. That's red and green   science fully automated at scale. It's a little  bit better than our single assembler set up,   that's for sure. There's still a  ton of red and green research left,   and this should take care of the rest of it.  Also making these labs was really annoying. Right now I'm basically on cloud nine. I've  finally got reliable ore production, a fully   automated and expandable supply hub, and labs  measured in Science Per Minute instead of Minutes   Per Science. However, this is just the beginning  of what this mod has up its sleeve. It really does   feel like I'm only now starting the game for  real as blue science looms far on the horizon. I'm already using 100% of the mineral sludge  I make with just red and green science,   so before I can start thinking about getting  the resources I need to make blue science,   I decide to set up another two sludge stacks  by hand. It's slightly less painful now that   everything I need is automated,  but bots are still a long way off.   Also I'll need more power,  so here's another bean farm. Also, finally checking it off my to-do list  is making crystallizers that uses my excess   mineral water, instead of flushing it all  down the toilet like I was doing before.   Getting some Saphrite and Stiratite out of it  will help ease off some of the sludge demand. Now then, that's enough beating around the bush,  time to start plugging away at blue science,   and hopefully make some actual progress. The main  challenge is that it takes several materials we   haven't even seen yet, namely silver and  aluminum. I'll get to that, but first I'm   setting up another bunch of crystallizers  to make the six base ores just like before,   and then crushing it, again, just like before,  but this is where it's different. now we need   to process it even further by putting it  in these buildings called flotation cells. The flotation cells require purified water to run  and will turn all of our crushed ores into ore   chunks. These chunks are what will eventually  allow us to extract the different resources,   but besides that the process also gives out  not only sulfuric waste water, but nitric,   flouric, and chloric too. On top of that,  each ore also has a 50% chance to create a   differently colored geode. Unfortunately I  built this whole thing at once and decided   to turn it on all at once, so I can't  really show you an example right now.   Sometimes I get lost in just playing the game  and forget I'm supposed to be making a video. Anyway, those chunks will then go into the ore  sorter as usual. And remember how we used to   have those terrible recipes that would give  us one thing we wanted and something else we   didn't? Well, they're back, and now we get even  *more* things we don't want. As you can see,   mixed in with all the trace amounts of  aluminum and silver are ores like iron,   copper, and nickel, and if we want  to get the aluminum, we'll need to   deal with those too. it's very annoying and  also gives us some more slag to deal with. Regardless, the method I've cooked up is a pretty  straight forward one. I'm going to put them all on   circular belts and let filter inserters sort them  out into their own ore silo. Then I'll just drop   them onto isolated belts. Okay now I actually want  to turn this thing on, and that means getting some   more purified water. For that I'll just copy  the same design that feeds my sludge stacks.   On top of that, I'll need to deal with disposing  the various waste waters. They'll be useful later,   but not right now, so down the toilet  they go. I do want to keep some around,   so I'll put another pressure  release on these big tanks. But without further ado, here it is in  action. For now I'll be storing all the   geodes in a warehouse and all the slag from the  sorters will be crushed on site and then joined   with the rest of the stone byproduct so they can  be routed into the sludge stacks for disposal. I will say, watching all the different colors of  this mod's ores roll by is activating my neurons. So we're slowly getting the ores we need, and  I'm more than happy to let them stockpile, but   we get many more lower tier ores than ones like  silver, and so I'm going to route all the iron,   copper, tin, and lead into the already existing  ore refineries to keep it from clogging up,   once again patting myself on the back for  leaving all this space between the sorters and   the furnaces. As usual, priority input splitter so  it pulls exclusively from that lane when possible. Now about actually using these ores. The first one I'm going to sort out is aluminum,  and these things are no longer as straight forward   as just throwing it into a furnace. First  off I'm going to need some saline water,   and I can get more than enough from the hydro  plants that make the purified water for the   flotation cells. With this saline water we're  actually going to use electrolyzers to make   something that isn't slag for once. By zapping  saline water we can create sodium hydroxide as   well as hydrogen and chlorine gas. I don't have  a use for it right now, so I'm just going to   vent all of this environmentally friendly  chlorine gas directly into the atmosphere. The sodium hydroxide is combined with our  aluminum ore in these special powder mixers   to make aluminum hydroxide, which  goes into a furnace make alumia,   and finally into *another* furnace along with  some carbon to produce liquid aluminum. These   electric boilers I researched are very convenient,  and I can get the carbon from the nearby charcoal   belt I already run to fuel the furnaces. After  that all that's left is to cast it into plates. That's one down. Only a few more to go and   maybe we can start thinking about  doing something useful with it. Next on the agenda is silicon. We could always  get silicon ores, but up until now we could only   make glass out of it, and we need mono silicon  now. Making the ingots is easier than aluminum,   but it also takes carbon, and so I just leech  off of the aluminum build. The liquid silicon   can't make the mono silicon we need without a  silicon seed, which comes from adding nitrogen   to molten silicon. The nitrogen comes from an  air filter and a chemical plant. With the seed,   we can finally get out the finished mono silicon  which will eventually become silicon wafers for   advanced electronics. But we've also got a  better glass recipe which is dead simple and   multiple steps of turning ingot into silicon  powder, then putting that in a powder mixer   to get glass mixture, and finally putting that  into an induction furnace to make molten glass. That's another one down. Tackling mods like this  requires a certain mindset. If you go after it   trying to finish, you'll just get burned out, but  if you relax and take each production chain step   by step, you'll get there eventually. Unlike  the other two, silver is as simple as throwing   the ore into the furnace. Or at least what the  mod's conditioned you to think of as simple. Guess what, it's time for more beans, and  this time I'm making three bean plants   at once. The washing plants seem  to be able to support just about   three of these with how much sand  and saline water they can produce,   so I'm not going to stand higher than three  without setting up some new washing plants. Alright, so that's maybe like, half of what we  need done, but there's still a ton of things   left on the checklist. Remember how our sodium  hydroxide machines give off chlorine and hydrogen   gas? Well now we actually want to combine it into  hydrogen chloride, and then use that so we can   combine it with iron ore to make a ferric chloride  solution. That's another tick off the checklist.   There's also cupric chloride, which I don't  really need but it's so similar I made it anyway. Now we're going to need to venture into a  place I've been pretty happy to ignore until   now. Petrochemicals, and that's where  this silver and aluminum ore comes in,   another thing routed straight through that space I  left. Similar to the charcoal filters, I've got to   make some catalyst frames in order to facilitate  the creation of methanol from carbon dioxide and   hydrogen gas, but the empty frames are returned  and can be reloaded. That methanol combines with   steam to create propene as well as some residual  gas we're just going to shove into a tank.   And what's the end result of this whole  chain? Plastic. Technically liquid plastic,   and then plastic, but plastic nonetheless. Do you want to know what all these things are  for? Advanced circuits. This is what is takes   just to make advanced circuits, and there's still  more: we need the resin for the phenolic boards   Fortunately they just take wood and wooden boards,  which are conveniently right next to each other.   With everything assembled, I can  *finally* start making advanced circuits,   but that's not exactly straight forwards  either. We have all the raw materials,   but we still need to make all the electronics  and transistors, and wires. And because I've   got a bit of an obsession with making  things compact and inserting directly   from assembler to assembler, what we get is a  bit mess of inserters and underground belts. At this point I've pretty much given up on making  this base intelligent or expandable. It's become   abundantly clear to me that what I thought might  be my real base has actually turned out to be   just another starter base, and I've pretty much  resolved that I'll need to rebuild this whole   thing later considering the insane science  requirements we'll need to win. Right now,   I just need to get the basics up and running, and  with advanced circuits, we're one step closer. The advanced circuits were definitely the  biggest hurdle, but there's a still bit more   we need before we can actually make blue  science, and one of them is making brass,   which is a combination of copper and zinc.  The best thing is it's an actual use for   zinc ore so I won't need to worry as much about  it clogging up the ore sorters. Zinc ingots are   a bit weird because they take in molten lead  and spit out lead ingots along with the zinc.   If you remelt the lead ingots, you get all of  your molten lead back, so you only need a small   amount to start and it just keeps cycling  forever and ever. But after that weirdness,   they're turned into molten brass along with some  copper and cast into plates like everything else.   The absolute best thing is brass  isn't even used in blue science,   it's just used in one component that we'll need to  make the upgraded labs that can fit blue science. Here's something I call the wiggle maneuver.  The worms calculate where to shoot based on   your velocity vector, and since you're capable of  going from zero to max speed in a single frame,   if you keep jittering side to side the  worms will continuously try to predict   where you'll be and continuously fail. It's  not foolproof, but it's definitely effective. After that we're back in petrochem land making  blue algae for the first time in forty hours. I   mentioned it way back as a potential fuel source  before the blessed beans appeared, but we need   it now to make multi-phase oil, and then crude  oil, to finally get naphtha and mineral oil. The   naphtha's what we need, but the mineral oil will  be very important shortly. Again, I wish I could   go into more detail about thing like the raw gas  byproduct, and routing the sulfuric waste water it   creates back into the blue algae farms, but if  I point out every little facet of this factory   we'll be here forever. What matters is we've  assembled everything we need to make blue science. Here's all the recipes to do it. The item icons  still look a little rough, but I'd like to shout   out the artisanal reskins mod for adding  some polish to these two six year old mods,   even if it's not completely comprehensive yet.  While I'm at it, I might as well shout out Bob   and Arch Angel for making the original mods.  Anyway, this stuff takes a ton of copper, both   in plates and in the form of circuits. It's helped  a bit by the coppery waste byproduct it spits   out that we can turn into copper ore, but it's a  significant spike in copper demand. Blue science   is also pretty much the only thing that consumes  glass, and I didn't make much glass production   because of that, but as it turns out, while it  might be the only thing, it also *eats* a ton of   glass. I'll be sure to remember that when I need  to rebuild this whole thing in a hundred hours. But there's blue science,   and as much as I'd love to start researching  things immediately, I need those upgraded labs   I mentioned, and they are *very* annoying to  make, I need to poach some items from the green   science build and shove it into a chemical  plant because one part takes sulfur dioxide.   Then I need to wait to make like ten billion large  solar panels which I haven't automated until now   because they're an absolute waste of space and  resources compared to beans. I've got to combine   them all with the previous tier of labs too. All  I can say is, thank god for the time warp mod,   but there it is. Let's just appreciate it and  not think about all the work there's left to do. Within minutes of making blue science, I realize  that using wood to make resin is actually really   *really* bad. Turns out we need all that wood to  make basic circuits instead. It's so convenient   that if it weren't for the fact that scavenging  trees is required to make the seed generators,   I'd probably just make a billion arboretums  and call it a day, but unfortunately it's   back to petrochem land. That's the interesting  thing about this mod. There's tons of recipes,   but you're not required to use all of them.  Most of them are just alternate ways to get   the same end product, and it's up to you to  decide which one seems the least painful. You   can see why I wanted to avoid it though,  it takes my blue algae to make ammonia,   then that combined with even more carbon dioxide  to make urea, and then our methanol and green   catalysts to make formaldehyde to *finally* make  liquid resin. It's several times more efficient   than the wood recipe, but with blue science in  full swing, it's still struggling to keep up. Just making a handful of blue science has  completely wiped out my stockpiled metals as well,   so it's about time I upgraded some of the  electrolyzers to their tier two models, which   should give each lane 50% more slag per second.  You kind of forget while you're making each   ingredient step by step, but when it's time to put  them all together, you quickly realize just how   bad your production really is. Still, it's enough  to get us limping through the blue research. So, after all that you'll never guess what we can  finally make. That's right, after fifty hours of   building everything by hand, I can finally start  building construction robots. And keeping with   the rest of the mod, it's not straightforwards at  all, because each one needs a robot brain, a robot   frame, and a robot tool. I'm planning to make the  tier two bots right away. Technically I could've   gotten them before blue science, but it takes  advanced circuits and all the things you'd need to   make blue science, so you might as well make that  first and build the upgraded bots all at once.   Luckily I can pull most of the complicated stuff  off my advanced circuit build, but the lube,   electric engines, and batteries  all need to be built from scratch.   Also I need to run a giant pipe to my sludge  stacks to get some sulfuric acid for the   batteries. Then there's fitting room for the tool  and actually assembling the brains and frames,   it's just, uhh... What I'm getting at is, it's a  mess. But a functional mess! This thing is really   hungry for advanced circuits, so it's going to be  a while before we've got any appreciable number   of bots, but if I made it this far without  bots, I'm sure I can go a little longer. Now, remember those geodes I mentioned way back  at the start of t his blue science endeavor?   Well the warehouse is almost full, so it's  probably about time I started disposing of   them. Just like slag we can melt them all  in sulfuric acid. We just need a liquefier   for each color of geode, and to prevent  it from deadlocking, I'm going to make   it a circular belt that prioritizes what's  already on the belt before accepting more. By dissolving the geodes, we get crystal slurry,  which we can filter just like slag slurry to   get out mineral sludge and sulfuric waste. We  just need to combine it with mineralized water   instead of purified water. Ignore that it suddenly  rotated 90 degrees I forgot to unpause OBS again.   We've got more than enough mineralized water  and the crystal slurry will be useful for more   than just sludge later, but for now we're  only disposing of geodes. You can also   get geodes from water, and it would be a good  way to turn excess mineral water into sludge,   but at this point that kind of  sophistication is beyond this base. Time to start emptying out the warehouse.  I don't like how it's totally saturating   the belt with one color of geode, seeing  as we've only got one liquefier for each,   so I make a really quick and dirty  circuit that cycles between every   color on some filter inserters.  It's not *perfect* but it's better. While I'm just walking, I'd like to mention the  existence of a ceramic filter recipe we could   switch to for our sludge, which sounds great on  paper because they can be washed and reused and   wouldn't require consuming charcoal anymore, but  it actually gives out way less sulfuric waste than   charcoal filtering, and if you switched over to  it you suddenly wouldn't be getting enough sulfur   back to dissolve your slag anymore and the entire  base would stop working. I wouldn't recommend it! Back on the topic of robots, why am  I routing steel ingots through this   increasingly cramped space? Well, I'd  really like to have a personal roboport   and exoskeletons as well as a robot network,  but all I have access to is modular armor,   which has an absolutely pathetic equipment grid  size of 5x5. The 7x7 grid of power armor is pretty   much the bare minimum required to maintain  both, but one problem. It's locked behind   military science. And that's finally where  this hitherto useless nickel ore comes in.   Making the ingots takes carbon monoxide, which  we can make from carbon and purified water. We   can combine that with steel to create invar, the  main ingredient in military science. It's used   in a couple buildings, but similar to glass  it's almost exclusive to military science. Here's the recipes for the so-called Ablative  Weapons Testing Kits. Not even military   science is safe from the insane circuit demands  everything has, but it mostly takes tons of carbon   and invar, which is absolutely unsustainable, but  we don't need too much of this stuff. Our only   enemies are worms, and while those are starting  to get out of hand the further out we go, spamming   gun turrets is enough for now. It also gives out  an insane amount of scrap, so unlike the blue   science, I'm actually bothering to route it  back into the main copper and iron ore lanes.   Remember when this place looked  halfway orderly? Yeah, me neither. But there's military science... Slowly... My  circuit production is still struggling. However,   slow and steady wins the race, or so  I've been told, and pretty soon we've   got power armor loaded with two exoskeletons  and two roboports. Being able to walk faster   than a glacier almost feels wrong at this  point, but let's test out those robots. Oh my god... It's beautiful... I don't need  to do everything by hand anymore...! I'm free! My main priority right now is setting up the  robot network, and that means increasing the   number of buildings I've got automated, as well as  converting everything to passive provider chests   so the bots have access to them. Since my base is  going through some serious spaghettification and   there's no longer any room below the warehouses,  I'm adding in all the new supplies like brass in   from the top as I turn this whole warehouse  abomination around. While it's much more   convenient than the alternative, dealing with  all the circuit conditions is still a pain. Speaking of spaghettification, for one very  important building, I've gotta make concrete   bricks, and that requires a bunch of random  stuff like lime and silicon powder to make   cement in a powder mixer. Then I need to do some  unholy routing to get slag from the sludge stacks   so we can combine it with water and cement to  make liquid concrete, and finally throw in stone   bricks to make concrete bricks. It goes into the  input belt and then I need to add its signal to   each and every warehouse's constant combinators  so it gets propagated all the way to the end. But all this effort is well worth  it, because look what I can do.   We've been pretty strained on mineral sludge for  a while now, and now that I've got a fully stocked   network, suddenly adding more sludge stacks is  as easy as pressing ctrl + v. Certainly beats   spending 30 minutes doing it by hand.  But more than just shoring up our base,   we'll need it to move beyond blue science,  because we're ready to enter the next phase. However, ready does not imply willing, and I'm  suffering from a condition I'd like to call   Factorio Progression Paralysis. It's when it's  more appealing to run around and make minor tweaks   to your base instead of actually diving into  the next major project. It's mostly stuff like   increasing wood production slightly, adding things  to the mall, or upgrading existing builds, things   I usually cut out, but are great when you're  trying to avoid the next step. Though I can't run   forever, and the beans give me the courage I need  to carry on, so behold automatic bean expansion. Alright, just like with blue science, the  resources we need for the next science requires   some materials we don't have yet, and so now that  I have the power of bots and provider chests on   my side, I'm just going to copy this whole  crystallizer, crusher, flotation cell thing.   And I decide to finish adding  the extra sludge stacks while   I'm at it. Remember the old base? Well  its only purpose is making electrodes.   I've already got all the infrastructure needed to  dispose of the geodes and various waste fluids,   and so this whole thing goes up pretty painlessly. Now, remember how when we got green science,  we unlocked recipes that allowed us to get pure   ores with the use of a catalyst? Well if you  remember when I promised there was another use   for that crystal slurry, here it is. Instead  of making mineral sludge, we can turn it into   crystal seedlings, which can then be used to make  *crystal* catalysts. That also leads to this funny   moment when I'm placing things one by one until  I'm like, wait a minute, I have bots for this. Same as before, except using chunks  instead of crush, we can combine two   ores and a catalyst to make pure ores. I'm  only bothering to set up aluminum, silver,   and silicon, because those are the only ones I  really need in any quantity and the mixed ore   sorting is still giving me more than enough  zinc and nickel.Just like the other ores,   we'll set it up to where it prioritizes the output  from the mixed ore sorting, but can always rely   on the pure process. And not a moment too soon,  because our aluminum stocks were completely dry.   I'm also setting it up to make fluorite.  Fluorite takes a mixture of three ores   called cupric mixture, which then needs  to be crushed further with a milling drum,   which we need to re-lube every time and it means  running a massive pipe just to get lube here.   It's a lot of work for a rock, but here it is. Now, you might be wondering why I'm bothering  to keep the mixed ore sorting up when it's much   more convenient to make the pure ores, and  aren't you perspicacious imaginary audience   member. The reason is, I can reuse it. Remember  all those waste waters like fluoric, chloric,   and nitric? Well we actually have a use for them  now, making Hydroflouric, Hydrochloric, and Nitric   acid. We'll need more than we can recover  from waste, but it gets us halfway there. The   recovery process is mostly just putting it  into a hydro plant and shoving whatever solid   comes out into a liquefier. We can make  all the hydrofluoric we need, however. The reason we need all this acid is for  the next step in ore processing: leaching.   With these leaching plants we can turn our ore  chunks into ore crystals and extract even more   resources from them. Each recipe takes its own  kind of acid. Three of them take sulfuric acid,   which is convenient because it's  the one we've got the most of,   but it's important to have at least some  of the other acids because without them   we'd be missing out on some of  the new ores we're about to get. It takes a bit of a redesign of the silos to  fit the four new ores, but the general setup   is exactly the same, except we're using ore  crystals instead of chunks, and soon enough   we've got cobalt, titanium, gold, and uranium. Who  knew there was more than just plastic in seawater. It's going to be a while before I've got any  appreciable amount of ores, so I go around   making some more tweaks. It's hard to show in  the video, but this base is barely limping along.   I solved a steel shortage earlier by shoving this  thing here and using a new recipe for molten steel   that uses half steel and half silicon ingots, now  that I've got a reliable source of silicon ore.   That took a load off of iron, but copper's still  struggling. I'm making more molten copper than   I can cast into plates, so I decide to  test out these strand casting machines   to turn it directly into copper coils. It's  basically copper whose only purpose is being   turned into copper wire, but it's twice as  dense and takes much less crafting time. Though I quickly drain my excess of liquid  copper too. The main issue, and why I'm   planning on scrapping this base eventually, is  that we've unlocked some much more efficient ways   of smelting, but there's just no space to fit  it in. Or is there...? So I just barely manage   to fit in these ore processors thanks to some more  belt weaving and the versitility of the adjustable   inserters. Processing the ore first lets us  get an impressive 50% more ingots per ore.   There's another process that would give us another  50%, but we *definitely* couldn't fit that. I'll   just need to fill the void with dreams of what  could be until I scale up for the fourth time. All this space I intentionally left has a  funny way of getting filled with spaghetti. Anyway, now it's time to see about  getting all those new metals.   I feel like you've seen this enough times for  me to speed through it. Cobalt is similar to   nickel and invar, in that we need to melt it  together with steel to get a cobalt steel alloy.   Gold is the most straight forward, with  the usual ore, to ingot, to liquid,   to plate chain. Except that it takes chlorine gas.   Titanium is the most unique of  the three because we also need   chlorine gas and carbon to make titanium  tetrachloride in a chemical furnace,   which turns into a titanium sponge, then  ingots. But that's all three of them.   There's also advanced smelting recipes for  these too, but we'll worry about that later. When we were aiming for blue science, our main  hurdle was advanced circuits, and accordingly,   now we've got to make processing units. All  the circuits follow the same general logic,   and we'll start with the boards. We'll need glass  fiber, which comes from a strand caster and molten   glass, and this is literally the only use for  glass fiber, so we don't need to worry about it.   Just like how electronic circuits took tin  wire and advanced circuits took silver,   processing units need gold wire to make the  new integrated electronics, but it also takes   basic components and the transistors as well.  Put all that onto the board with some solder   and we've got our processing units. Plus four  advanced circuits, and when it relies on our   already slow advanced circuit production,  you know it's going to be *really* slow. That's alright though. As I said, we're  in this for the long haul, and even one   science per minute is enough to finish a lot of  research over another seventy hours. This base's   job is mostly going to be creating supplies to  build the *real* base and trickling research. With that in mind, I waste little time setting  up the next sciences, and yes, we can make *two*   sciences with what we've got. The first one is  purple science, and when you've got a main bus,   even things like this are fairly straightforward  as you just split things you need off the main   line. It is a little bit weird though. Because  while it takes sulfur dioxide, it spits out twice   as much sulfur as it takes in, so we need to get  rid of it, and so I turn it into sulfuric acid   and put it into the network and assume the  processing units will consume enough of it. The other half of the science requires methane  gas, which is probably the most convoluted   petrochem product to date. Because I need to  turn fuel oil and steam into synthesis gas,   turn the raw gas byproduct of oil refining into  natural gas liquids, and finally combine that   to get methane, ethane, and butane, as well as  some carbon monoxide. It's a bunch of stuff I   don't need and I'm just going to collect in  tanks and burn off any extras. This is just   rough automation and it's already a headache.  I can only imagine trying to do this at scale. *Finally* we create this bio silicate extract,   throw that in a furnace, and combine it  with a processing unit to get the other   half of purple science. *phew*. This  thing also gives off a bunch of scrap,   but I've already got scrap handling set up in  military science so I just route it in there. We're getting there. Before we can make the real  base, there's two major researches I couldn't   imagine progressing forwards without. The first  one is... *Artillery.* To build the real base,   We'll need to expand... a lot. but so much of the  ocean is covered in these worm islands and they're   getting to strong for gun turrets to handle them.  But with artillery, we can kill any worm far,   far outside their range. I could've gotten  this with just blue and military, but it costs   2,000 to research, which is going to kill  all production in my base for literal hours. But after some copious use of the time warp,  I've finally got it. I just need to make   the artillery shells, which thankfully don't  take radars anymore. The sulfur is hand fed,   and the rest I just pull off the bus as usual,  but let's test this baby out and give em hell. And just like that, worms are no longer a threat  and I can expand wherever I want. Although,   I will want to be careful where I  aim, because the shells can destroy   the gardens and trees I'll be wanting  to collect for agricultural science.   Speaking of science, the second research we  need is, well... We need to make the next   science first, but I'll bet some of you  can guess which research I'm aiming for. The pink science is a lot easier than the  purple science, mostly because I don't need   to dip into petrochem land and most of the  odd stuff it needs I've already got nearby,   like lube and electronics, which I can just  sponge off of the processing unit build.   Plus it doesn't have any scrap byproduct.  This science also takes processing units,   which will be the main bottleneck for actually  making any of these advanced science packs,   but pretty soon we've got the seventh science. And as for our mystery research, if you  guessed requester chests, you were right!   We've successfully spaghetti'd our way to bot  malls. Our warehouse mall was nice, but you   can't beat the convenience and expandability of a  bot mall. I just need to go around shoving every   little thing into provider chests and making a  few of the intermediates like pipes and bearings.   It'll take a while for everything to  fill up, but I'm feeling very powerful.   I'll also want to make tons of  landfill as we prepare to expand. However, you may have noticed the length  of this video, and unfortunately this run's   going to need to be multiple parts.  This mod is a gargantuan undertaking,   and I still feel like I've only scratched the  surface, but we've come a long way from our   little island. We went from struggling to get  a single iron plate to making sludge in the   thousands. Buoyed by beans, we expanded and  expanded, and we even survived without bots   until finally we've got the power to automate  any building and place it anywhere. This is a   good stopping point. Progressing further is going  to be daunting, but I'm feeling more confident,   and something tells me it's going to  involve trains, so look forward to it. I'd like to thank my Patrons for making  videos like this possible. It takes an   incredible amount of time to play and edit down  these runs, especially ones as complex as this,   and it's really reassuring to feel like  I don't need to go chasing algorithms   and can just do what I want. Thanks for the  support, even if you did vote for Seablock. And to close this video out, please enjoy the  several soothing, unbroken seconds of beans.
Info
Channel: DoshDoshington
Views: 2,067,953
Rating: undefined out of 5
Keywords: Beans, Factorio, Challenge, Automation, Seablock, Sea Block
Id: QnLds7KHbpE
Channel Id: undefined
Length: 61min 45sec (3705 seconds)
Published: Thu May 25 2023
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