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** Keeping belts balanced is critical to keep your factory running at maximum efficiency, but unfortunately the game's inserter mechanics make that more of a pain than you'd think. Inserters prefer to pick up items from the side of a belt closest to them and place them on the side furthest from them (or, if the belt is oriented the same direction as the inserter, they prefer to pick up from their left side and place on their right side).[[note]]Inserters ''will'' take from the far side, but only if the near side is empty, and they ''always'' place their items on the far side of a belt.[[/note]] This very often means that you'll see belts with items lined up on one side while the other side is empty, and this can ripple back through your supply line as rows of machines sit idle while the row of machines on the other side of the belt work continuously, since their side is the one being used more. The only recourse is to either drop down a splitter to divide the belt in two, then rejoin the two outputs as one feeding two sides of a single belt - so-called "[[FanNickname lane balancers]]" are a very common technique in the community, while numerous mods exist to add single-belt splitters that even up their output without the need for lane balancers - or have a separate supply feed into the original's empty side.

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** Keeping belts balanced is critical to keep your factory running at maximum efficiency, but unfortunately the game's inserter mechanics make that more of a pain than you'd think. Inserters prefer to pick up items from the side of a belt closest to them and place them on the side furthest from them (or, if the belt is oriented the same direction as the inserter, they prefer to pick up from their left side and place on their right side).[[note]]Inserters ''will'' take from the far side, but only if the near side is empty, and they ''always'' place their items on the far side of a belt.[[/note]] This very often means that you'll see belts with items lined up on one side while the other side is empty, and this can ripple back through your supply line as rows of machines sit idle while the row of machines on the other side of the belt work continuously, since their side is the one being used more. The only recourse is to either drop down a splitter to divide the belt in two, then rejoin the two outputs as one feeding two sides of a single belt - so-called "[[FanNickname lane balancers]]" are a very common technique in the community, while numerous mods exist to add single-belt splitters that even up their output without the need for lane balancers - or have a separate supply second belt with the same material(s) feed into the original's original belt's empty side.
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** Keeping belts balanced is critical to keep your factory running at maximum efficiency, but unfortunately the game's inserter mechanics make that more of a pain than you'd think. Inserters prefer to pick up items from the side of a belt closest to them and place them on the side furthest from them (or, if the belt is oriented the same direction as the inserter, they prefer to pick up from their left side and place on their right side).[[note]]Inserters ''will'' take from the far side, but only if the near side is empty, and they ''always'' place their items on the far side of a belt.[[/note]] This very often means that you'll see belts with items lined up on one side while the other side is empty, and this can ripple back through your supply line as rows of machines sit idle while the row of machines on the other side of the belt work continuously, since their side is the one being used more. The only recourse is to drop down a splitter to divide the belt in two, then rejoin the two outputs as one feeding two sides of a single belt; so-called "[[FanNickname lane balancers]]" are a very common technique in the community, and numerous mods exist to add single-belt splitters that even up their output without the need for lane balancers.

to:

** Keeping belts balanced is critical to keep your factory running at maximum efficiency, but unfortunately the game's inserter mechanics make that more of a pain than you'd think. Inserters prefer to pick up items from the side of a belt closest to them and place them on the side furthest from them (or, if the belt is oriented the same direction as the inserter, they prefer to pick up from their left side and place on their right side).[[note]]Inserters ''will'' take from the far side, but only if the near side is empty, and they ''always'' place their items on the far side of a belt.[[/note]] This very often means that you'll see belts with items lined up on one side while the other side is empty, and this can ripple back through your supply line as rows of machines sit idle while the row of machines on the other side of the belt work continuously, since their side is the one being used more. The only recourse is to either drop down a splitter to divide the belt in two, then rejoin the two outputs as one feeding two sides of a single belt; belt - so-called "[[FanNickname lane balancers]]" are a very common technique in the community, and while numerous mods exist to add single-belt splitters that even up their output without the need for lane balancers.balancers - or have a separate supply feed into the original's empty side.
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* TheyWastedAPerfectlyGoodPlot: The tutorial for the game has the Engineer establishing their outpost and making a radar dish to try and locate other survivors of the crash, and when they do and head out there they find their base already overrun, but the Engineer notes there's no corpses so they must have escaped somewhere. Due to the game's focus on being a WideOpenSandbox, there is nothing more to the story than this and it's only in the tutorial, when there couple perhaps be a longer series of story mode missions where the player looks for survivors and/or tries to locate crashed parts of the ship to salvage.

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* TheyWastedAPerfectlyGoodPlot: The tutorial for the game has the Engineer establishing their outpost and making a radar dish to try and locate other survivors of the crash, and when they do and head out there they find their base already overrun, but the Engineer notes there's no corpses so they must have escaped somewhere. Due to the game's focus on being a WideOpenSandbox, there is nothing more to the story than this and it's only in the tutorial, when there couple could perhaps be a longer series of story mode missions where the player looks for survivors and/or tries to locate crashed parts of the ship to salvage.
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** “The factory is expanding to meet the needs of the expanding factory.” [[labelnote:explanation]]The never-ending gag about how expanding a factory requires you to ramp up mining and ore processing before you can ramp up production/research, and how you need more power to run everything, and how you need more production to actually expand your power generation capacity, and how all of this expansion increases your pollution and provokes more biter attacks, requiring an expanded military presence which requires more expanded production.... It's a vicious positive feedback loop that makes a factory grow just to supply itself just so it can grow to meet production demands just so you can produce new technology.[[/labelnote]]
** The Factory must grow [[labelnote:explanation]]A madness mantra for players struggling with not building as large factory as possible.[[/labelnote]]

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** “The factory is expanding to meet the needs of the expanding factory.” [[labelnote:explanation]]The never-ending gag about how expanding a factory requires you to ramp up mining and ore processing before you can ramp up production/research, and how you need more power to run everything, and how you need more production to actually expand your power generation capacity, and how all of this expansion increases your pollution and provokes more biter attacks, requiring an expanded military presence which requires more expanded production.... It's a vicious well, needless to say, the whole game is one giant/vicious positive feedback loop that makes a factory grow just to supply itself just so it can grow to meet production demands just so you can produce new technology.loop.[[/labelnote]]
** The Factory must grow [[labelnote:explanation]]A madness mantra for players struggling with not building as large a factory as possible.[[/labelnote]]
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** The nature of the gameplay invites a lot of questions about the Engineer: they seem to be TheNeedless, never needing food, drink, or water; they are impossibly dexterous and can multitask with their hands in ways a human can't (the player can craft objects from their inventory while also mining or placing objects); they seem to be superhumanly strong since they can so easily place and move massive machines larger than them; and the player never sees what they look like under the armor. Could the Engineer be a robot, alien, or other non-human? Additionally, while the goal of the game is to build and launch a rocket, and the intro of the game depicting the crash of their spaceship, the Engineer can't leave the planet and never mentions the idea in the tutorial. Does the even ''want'' to leave Nauvus, and if they don't, why not?

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** The nature of the gameplay invites a lot of questions about the Engineer: they seem to be TheNeedless, never needing food, drink, or water; they are impossibly dexterous and can multitask with their hands in ways a human can't (the player can craft objects from their inventory while also mining or placing objects); they seem to be superhumanly strong since they can so easily place and move massive machines larger than them; and the player never sees what they look like under the armor. Could the Engineer be a robot, alien, or other non-human? Additionally, while the goal of the game is to build and launch a rocket, and the intro of the game depicting the crash of their spaceship, the Engineer can't leave the planet and never mentions the idea in the tutorial. Does the Engineer even ''want'' to leave Nauvus, and if they don't, why not?
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* SlowPacedBeginning: When you start the game you have only one mining machine, you can't build assembly machines yet, and all your tech will be burner devices that need refueling and aren't very efficient. The first hour or two will be spent mining resources by hand, running around keeping your burner devices supplied, and chopping down trees to clear room to build. As you expand your mining, stockpile resources, and build labs and get them researching, you'll be able to start mass production and can begin building an actual factory. Unsurprisingly, mods that provide the player with a bunch of tier 1 gear to skip the tedious burner phase tend to be pretty popular.

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* SlowPacedBeginning: When you start the game you have only one mining machine, you can't build assembly machines yet, and all your tech will be burner devices that need refueling and aren't very efficient. The first hour or two will be spent mining resources by hand, running around keeping your burner devices supplied, and chopping down trees to clear room to build. As you expand your mining, stockpile resources, and build labs and get them researching, At best, the manual labor is a chore that gives context to the massive factories you'll be able to start mass production and can begin building an actual factory.after; at worst, it's a chore that's actively unfun for not being the kind of gameplay that resonates through the rest of ''Factorio''. Unsurprisingly, mods that provide the player with a bunch of tier 1 gear to skip the tedious burner phase tend to be pretty popular.

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* {{Squick}}: The [[SpiderTank Spidertron]] has one of the most realistic spider leg movement patterns ever seen in a video game, making it quite uncomfortable to watch for anyone with even a slight dislike of spiders, and turning it into pure NightmareFuel for arachnophobes. The only way to avoid this is to never build Spidertrons, which in itself sucks due to how powerful and versatile the things are.

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* {{Squick}}: {{Squick}}:
** Bug nests have an appearance that's most easily described as a mass of pulsing human skin colored a sickly tone and covered in wounds, welts, and/or scabs. Don't look at them if you have trypophobia, you'll probably lose your lunch.
**
The [[SpiderTank Spidertron]] has one of the most realistic spider leg movement patterns ever seen in a video game, making it quite uncomfortable to watch for anyone with even a slight dislike of spiders, and turning it into pure NightmareFuel for arachnophobes. The only way to avoid this is to never build Spidertrons, which in itself sucks due to how powerful and versatile the things are.
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** It's possible to view the Engineer (the PlayerCharacter) as a VillainProtagonist. Sure, you crash-landed on this alien world and are trying to survive, but only a few hours into the game, "survival" can give way to "conquest" as you go on the offensive against the biter nests and exterminate them to secure new resource nodes and more land to keep upgrading and expanding your factory. By the end game, where you can command a massive factory defended by artillery cannons that is producing robotic assistants, Spidertrons, and nuclear warheads, all created by strip-mining the planet's natural resources, you've basically become an technological-based EvilOverlord. In essence, if you have been looking for for a game where you're playing as [[Franchise/SonicTheHedgehog Dr. Eggman instead of Sonic the Hedgehog]], look no further.
** The nature of the gameplay invites a lot of questions about the Engineer: they seem to be TheNeedless, never needing food, drink, or water; they are impossibly dexterous and can multitask with their hands in ways a human can't (the player can craft objects from their inventory while also mining or placing objects); they seem to be superhumanly strong since they can so easily place and move massive machines larger than them; and the player never sees what they look like under the armor. Could the Engineer be an android or robot of some sort, or even an alien? Additionally, while the goal of the game is to build and launch a rocket, and the intro of the game depicting the crash of their spaceship, the Engineer can't leave the planet and never mentions the idea in the tutorial. Does the even ''want'' to leave Nauvus, and if they don't, why not?

to:

** It's possible to view the Engineer (the PlayerCharacter) as a VillainProtagonist. Sure, you crash-landed on this alien world and are trying to survive, but only a few hours into the game, "survival" can give way to "conquest" as you go on the offensive against the biter nests and exterminate them to secure new resource nodes and more land to keep upgrading and expanding your factory. factory well beyond your basic needs. By the end game, where you can command a massive factory defended by artillery cannons that is producing robotic assistants, Spidertrons, and nuclear warheads, all created by strip-mining the planet's natural resources, you've basically become an a technological-based EvilOverlord. In essence, if you have been looking for for a game where Even as you're playing as [[Franchise/SonicTheHedgehog Dr. Eggman instead of Sonic launching rockets into the Hedgehog]], look no further.
atmosphere, escape isn't too big of a priority... at least, until the expansion, whose gameplay -- repeating the process with Nauvis on an interplanetary scale -- suggests that the only accidental or unwanted part of crash-landing on the DeathWorld was crashing, not arriving.
** The nature of the gameplay invites a lot of questions about the Engineer: they seem to be TheNeedless, never needing food, drink, or water; they are impossibly dexterous and can multitask with their hands in ways a human can't (the player can craft objects from their inventory while also mining or placing objects); they seem to be superhumanly strong since they can so easily place and move massive machines larger than them; and the player never sees what they look like under the armor. Could the Engineer be an android a robot, alien, or robot of some sort, or even an alien? other non-human? Additionally, while the goal of the game is to build and launch a rocket, and the intro of the game depicting the crash of their spaceship, the Engineer can't leave the planet and never mentions the idea in the tutorial. Does the even ''want'' to leave Nauvus, and if they don't, why not?

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* AccidentalAesop: The game doesn't obviously push a GreenAesop, but the player will end up heeding one.

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* AccidentalAesop: The game doesn't obviously push a GreenAesop, GreenAesop -- the central conciet of ''Factorio'' is destroying an untamed wilderness for its natural resources to build a relentless industry -- but the player will end adjacent themes still crop up heeding one.regardless.


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** Solar panels are a pleasant, pollution-free energy source that, with some time and effort, can entirely replace the energy sources that pollute worse. A mass solar farm is also practically impossible without establishing those same heavy-pollution energy sources, for solar panels are a fair bit more advanced and expensive. All this suggests that developing countries shouldn't be held to the same green energy standards as first-world countries, since it's unviable for them to invest in it until they grow big enough.
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* TheyWastedAPerfectlyGoodPlot: The tutorial for the game has the Engineer establishing their outpost and making a radar dish to try and locate other survivors of the crash, and when they do and head out there they find their base already overrun with no survivors. Due to the game's focus on being a WideOpenSandbox, there is nothing more to the story than this and it's only in the tutorial, when there couple perhaps be a longer series of story mode missions where the player looks for survivors and/or tries to locate crashed parts of the ship to salvage.

to:

* TheyWastedAPerfectlyGoodPlot: The tutorial for the game has the Engineer establishing their outpost and making a radar dish to try and locate other survivors of the crash, and when they do and head out there they find their base already overrun with overrun, but the Engineer notes there's no survivors.corpses so they must have escaped somewhere. Due to the game's focus on being a WideOpenSandbox, there is nothing more to the story than this and it's only in the tutorial, when there couple perhaps be a longer series of story mode missions where the player looks for survivors and/or tries to locate crashed parts of the ship to salvage.
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oil supply itself isn't really a problem by the time you get them


** Flamethrower Turrets are easily seen as the best choice for defense, as biters gain resistance to fire slower than explosives or regular bullets, and laser turrets require significant research to be viable. Deathworld runs are generally considered to be over once the player gets them and bots. The drawback is that they require a supply of oil, but that can be solved by using light oil, and the player can keep that in supply by using coal liquefication and cracking light oil.

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** Flamethrower Turrets are easily seen as the best choice for defense, as biters gain resistance to fire slower than explosives or regular bullets, and laser turrets require significant research to be viable. Deathworld runs are generally considered to be over once the player gets them and bots. The drawback is that they require a supply of oil, which requires laying long stretches of pipe to reach them, but that can be solved by using light oil, and the player can keep that in supply by using coal liquefication and cracking light oil.it's worth it.
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** The nature of the gameplay invites a lot of questions about the Engineer: they seem to be TheNeedless, never needing food, drink, or water; they are impossibly dexterous (the player can craft objects from their inventory while also mining or placing objects); they seem to be superhumanly strong since they can so easily place and move massive machines larger than them; and the player never sees what they look like under the armor. Could the Engineer be an android or robot of some sort, or even an alien? Additionally, while the goal of the game is to build and launch a rocket, and the intro of the game depicting the crash of their spaceship, the Engineer can't leave the planet and never mentions the idea in the tutorial. Does the even ''want'' to leave Nauvus, and if they don't, why not?

to:

** The nature of the gameplay invites a lot of questions about the Engineer: they seem to be TheNeedless, never needing food, drink, or water; they are impossibly dexterous and can multitask with their hands in ways a human can't (the player can craft objects from their inventory while also mining or placing objects); they seem to be superhumanly strong since they can so easily place and move massive machines larger than them; and the player never sees what they look like under the armor. Could the Engineer be an android or robot of some sort, or even an alien? Additionally, while the goal of the game is to build and launch a rocket, and the intro of the game depicting the crash of their spaceship, the Engineer can't leave the planet and never mentions the idea in the tutorial. Does the even ''want'' to leave Nauvus, and if they don't, why not?

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* AlternateCharacterInterpretation: It's possible to view the player character as a VillainProtagonist. Sure, you crash-landed on this alien world and are trying to survive, but only a few hours into the game, "survival" can give way to "conquest" as you go on the offensive against the biter nests and exterminate them to secure new resource nodes and more land to keep upgrading and expanding your factory. By the end game, where you can command a massive factory defended by artillery cannons that is producing robotic assistants, Spidertrons, and nuclear warheads, all created by strip-mining the planet's natural resources, you've basically become an technological-based EvilOverlord. In essence, if you have been looking for for a game where you're playing as [[Franchise/SonicTheHedgehog Dr. Eggman instead of Sonic the Hedgehog]], look no further.

to:

* AlternateCharacterInterpretation: AlternateCharacterInterpretation:
**
It's possible to view the player character Engineer (the PlayerCharacter) as a VillainProtagonist. Sure, you crash-landed on this alien world and are trying to survive, but only a few hours into the game, "survival" can give way to "conquest" as you go on the offensive against the biter nests and exterminate them to secure new resource nodes and more land to keep upgrading and expanding your factory. By the end game, where you can command a massive factory defended by artillery cannons that is producing robotic assistants, Spidertrons, and nuclear warheads, all created by strip-mining the planet's natural resources, you've basically become an technological-based EvilOverlord. In essence, if you have been looking for for a game where you're playing as [[Franchise/SonicTheHedgehog Dr. Eggman instead of Sonic the Hedgehog]], look no further.further.
** The nature of the gameplay invites a lot of questions about the Engineer: they seem to be TheNeedless, never needing food, drink, or water; they are impossibly dexterous (the player can craft objects from their inventory while also mining or placing objects); they seem to be superhumanly strong since they can so easily place and move massive machines larger than them; and the player never sees what they look like under the armor. Could the Engineer be an android or robot of some sort, or even an alien? Additionally, while the goal of the game is to build and launch a rocket, and the intro of the game depicting the crash of their spaceship, the Engineer can't leave the planet and never mentions the idea in the tutorial. Does the even ''want'' to leave Nauvus, and if they don't, why not?
** Just how intelligent are the aliens? They look like giant insects, are the only lifeforms found on Nauvus, and don't possess any form of technology that humans can recognize. But the Spitters and Worms are very good at leading the Engineer with their acid spray, when attacking they recognize certain objects as more dangerous than others (they prioritize attacking military-type objects like turrets, then objects that output pollution, but won't hurt objects that don't pollute like power lines or train tracks), and they can navigate through the mazes of machines you've built with varying degrees of success depending on the complexity of the layout.
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** Pollution is the primary factor that cause the biters to grow stronger, more numerous, and to attack your base, so pursuing aggressive growth of your factory can easily result in you struggling to defend it, and will make expansion more difficult since the biters will be hardier. While trees can absorb pollution, they can only absorb so much and if the area is over-polluted the trees will die off, and this also means that reckless deforestation will heighten your pollution problem. Unless you plan to go scorched earth on the biters (which isn't really feasible until the late game when you have the infrastructure to support artillery), the sustainable solution is to learn to live in harmony with them; avoid over-expanding until you can defend your outposts properly, try to improve the energy efficiency of your factory to reduce pollution, and leave forests alone to provide a "buffer" between you and the biters where the pollution your factory generates won't bother them.

to:

** Pollution is the primary factor that cause the biters to grow stronger, more numerous, and to attack your base, so pursuing aggressive growth of your factory can easily result in you struggling to defend it, and will make expansion more difficult since the biters will be hardier. While trees can absorb pollution, they can only absorb so much and if the area is over-polluted the trees will die off, and this also means that reckless deforestation will heighten your pollution problem. Unless you plan to go scorched earth on the biters (which isn't really feasible until the late game when you have the infrastructure to support artillery), the sustainable solution is to learn to live in harmony with them; avoid over-expanding until you can defend your outposts properly, try to improve the energy efficiency of your factory to reduce pollution, and leave forests alone to provide a "buffer" between you and the biters where so the pollution your factory generates won't doesn't bother them.
Is there an issue? Send a MessageReason:
None


** Pollution is the primary factor that cause the biters to grow stronger, more numerous, and to attack your base, so pursuing aggressive growth of your factory can easily result in you struggling to defend it, and will make expansion more difficult since the biters will be hardier. While trees can absorb pollution, they can only absorb so much and if the area is over-polluted the trees will die off, and this also means that reckless deforestation will heighten your pollution problem. Unless you plan to go scorched earth on the biters (which isn't really feasible until the late game anyway), the long-term solution is to learn to live in harmony with them; avoid over-expanding until you can defend yourself properly, and leave forests alone to provide a "buffer" between you and the biters where the pollution your factory generates won't bother them.

to:

** Pollution is the primary factor that cause the biters to grow stronger, more numerous, and to attack your base, so pursuing aggressive growth of your factory can easily result in you struggling to defend it, and will make expansion more difficult since the biters will be hardier. While trees can absorb pollution, they can only absorb so much and if the area is over-polluted the trees will die off, and this also means that reckless deforestation will heighten your pollution problem. Unless you plan to go scorched earth on the biters (which isn't really feasible until the late game anyway), when you have the long-term infrastructure to support artillery), the sustainable solution is to learn to live in harmony with them; avoid over-expanding until you can defend yourself your outposts properly, try to improve the energy efficiency of your factory to reduce pollution, and leave forests alone to provide a "buffer" between you and the biters where the pollution your factory generates won't bother them.
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* ThatOneAchievement: "Lazy Bastard" requires you to launch a rocket while handcrafting fewer than 111 items throughout the game. This limit is ''very'' tight -- calculating all the items needed to get your first lab up and research Automation requires just over 100 items to achieve, and doing so has to be your first priority so you can get an Assembly Machine and have it start producing items for you. This also means the game's SlowPacedBeginning is '''much''' longer and slower, since you can only craft the bare minimum required to get Automation and then let your single Assembly Machine manufacture types of components one at a time so you can build more Assembly Machines and actually get momentum going. Even then you need to be careful to never build anything by hand the entire game, because you have less than a dozen items worth of leeway and a single mistake can ruin your attempt. And by proxy, it also means you'll have to run back to your factory any time you need any sort of item you don't have on you, because you can't craft it yourself and will need to plop down an Assembly Machine to make it for you.

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* ThatOneAchievement: "Lazy Bastard" requires you to launch a rocket while handcrafting fewer than 111 items throughout the game. This limit is ''very'' tight -- calculating all the items needed to get your first lab up and research Automation requires just over 100 items to achieve, and doing so has to be your first priority so you can get an Assembly Machine and have it start producing items for you. This also means the game's SlowPacedBeginning is '''much''' longer and slower, since you can only craft the bare minimum required to get Automation and then let your single Assembly Machine manufacture types of components one at a time so you can build more Assembly Machines and actually get momentum going. Even then you need to be careful to never build anything by hand the entire game, because you have less than a dozen items worth of leeway and a single mistake can ruin your attempt. And by proxy, extension, it also means you'll have to run back to your factory any time you need any sort of item you don't have on you, because you can't craft it yourself and will need to plop down an Assembly Machine to make it for you. All of this makes for an ironic name, since acquiring this achievement requires a ''lot'' of extra work.
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* TheyWastedAPerfectlyGoodPlot: The tutorial for the game has the Engineer establishing their outpost and making a radar dish to try and locate other survivors of the crash, and when they do and head out there they find their base already overrun with no survivors. Due to the game's focus on being a WideOpenSandbox, there is nothing more to the story than this and it's only in the tutorial, when there couple perhaps be a longer series of story mode missions where the player looks for survivors and/or tries to locate crashed parts of the ship to salvage.

to:

* TheyWastedAPerfectlyGoodPlot: The tutorial for the game has the Engineer establishing their outpost and making a radar dish to try and locate other survivors of the crash, and when they do and head out there they find their base already overrun with no survivors. Due to the game's focus on being a WideOpenSandbox, there is nothing more to the story than this and it's only in the tutorial, when there couple perhaps be a longer series of story mode missions where the player looks for survivors and/or tries to locate crashed parts of the ship to salvage.salvage.
* UglyCute: The InsectoidAliens. According to the designers, it was an [[IntendedAudienceReaction intentional design choice]] to make them look both repulsive and, by way of their large, expressive eyes, strangely cute at the same time. This was to keep them credible as a dangerous antagonist while still emphasizing their sympathetic nature as indigenous lifeforms that are merely [[NonMaliciousMonster responding to what they perceive as a threat]].
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* AlternateCharacterInterpretation: It's possible to view the player character as a VillainProtagonist. Sure, you crash-landed on this alien world and are trying to survive, but only a few hours into the game, "survival" can give way to "conquest" as you go on the offensive against the biter nests and exterminate them to secure new resource nodes and more land to keep upgrading and expanding your factory. By the end game, where you can command a massive factory defended by artillery cannons that is producing robotic assistants, Spidertrons, and nuclear warheads, all created by strip-mining the planet's natural resources, you've basically become an technological EvilOverlord.

to:

* AlternateCharacterInterpretation: It's possible to view the player character as a VillainProtagonist. Sure, you crash-landed on this alien world and are trying to survive, but only a few hours into the game, "survival" can give way to "conquest" as you go on the offensive against the biter nests and exterminate them to secure new resource nodes and more land to keep upgrading and expanding your factory. By the end game, where you can command a massive factory defended by artillery cannons that is producing robotic assistants, Spidertrons, and nuclear warheads, all created by strip-mining the planet's natural resources, you've basically become an technological EvilOverlord.technological-based EvilOverlord. In essence, if you have been looking for for a game where you're playing as [[Franchise/SonicTheHedgehog Dr. Eggman instead of Sonic the Hedgehog]], look no further.
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** Production Science Packs (Purple) require an Electric Furnace, a Productivity Module, and 30 Rails. This means they put a massive strain on your Advanced Circuit and Steel production, resources that aren't the easiest thing to produce quickly and/or in bulk already, and the large number of Rails needed is also a pain. However, the real problem comes in the late game - all of the items used to craft Production Science Packs are (ironically) incompatible with Productivity Modules. This means there's nothing a player can do to boost the output of these materials but build more assembly machines and put Speed Modules in them, which means of course they'll need even more resources. It also means that compared to Chemical Science and Utility Science, the area of your base dedicated to Production Science Packs will end up being larger and more complex just to match their output.

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** Production Science Packs (Purple) require an Electric Furnace, a Productivity Module, and 30 Rails. This means they put a massive strain on your Advanced Circuit and Steel production, resources that aren't the easiest thing to produce quickly and/or in bulk already, and the large number of Rails needed is also a pain. However, the real problem comes in the late game - all of the items used to craft Production Science Packs are (ironically) incompatible with Productivity Modules. This means there's nothing a player can do to boost the output of these materials but build more assembly machines and put Speed Modules in them, which means of course they'll need even more resources. It also means that compared to Chemical Science and Utility Science, other science packs, the area of your base based dedicated to Production Science Packs will end up being larger have to be larger, more complex, and more complex just resource-hungry, to match their output.
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** In a more downplayed example, Wood -- even in the early game a player can find themselves sitting on hundreds or thousands of units of Wood and have nothing to do with it, and in the late game when you're relying on your logistics robots to clear forests for you, they'll need places to carry the Wood they cut and your logistic network can clog. A common idea is to just plop all the Wood in a crate and destroy it to be rid of it, but if Wood back-up becomes a recurring problem, some players will create mass automated systems with no purpose but to burn Wood.
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** Flamethrower Turrets are easily seen as the best choice for defense, as biters gain resistance to fire slower than explosives or regular bullets, and laser turrets require significant research to be viable. Deathworld runs are generally considered to be over once the player gets them and bots. The drawback is that they require a supply of oil, but that can be solved by using light oil, and the player can keep that in supply by using coal liquefication and cracking light oil.
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*** A set of 3 production science packs each require an electric furnace, a productivity module, and ''30'' rails. Production science packs actually cost ''at least double'' all the raw materials needed for chemical science packs, and they require all types of raw material except for wood, coal, and uranium, which means ''every'' aspect of your production needs to be upscaled substantially -- iron, copper, stone, and oil (and probably coal anyway so you can keep your smelter fueled). This increase in resources also means you'll likely have to expand your rail network again because one train of ore isn't going to be enough, and you'll need to transition from basic crude oil refinement to advanced oil production in order to get enough oil products to meet demand, and advanced oil production is quite more complicated.

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*** A set of 3 production science packs each require an electric furnace, a productivity module, and ''30'' rails. Production science packs actually cost ''at least double'' all the raw materials needed for chemical science packs, and they require all types of raw material except for wood, coal, and uranium, which means ''every'' aspect of your production needs to be upscaled substantially -- iron, copper, stone, and oil (and probably coal anyway so you can keep your smelter smelters fueled). This increase in resources also means you'll likely have to expand your rail network again because one train of ore isn't going to be enough, and you'll need to transition from basic crude oil refinement to advanced oil production in order to get enough oil products to meet demand, and advanced oil production is quite more complicated.
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*** In addition to engine units, chemical science packs require sulfur and advanced (red) circuits which require plastic, thus the player has to initiate oil production, which is quite complicated, especially for newer players unfamiliar with how the game handles fluids and pipes. Additionally, it's unlikely there's a large source of crude oil near your starting position, ''and'' your starting ore patches are probably running low on resources now, which means it's time to add a train network and start mining outlying patches. This means you need to do a significant amount of expansion into unfamiliar mechanics in order to handle steady production of chemical science packs.
*** A set of 3 production science packs each require an electric furnace, a productivity module, and ''30'' rails. Production science packs actually cost ''at least double'' all the raw materials needed for chemical science packs, which means ''every'' aspect of your production needs to be upscaled substantially -- iron, copper, stone, coal, and oil. This increase in resources also means you'll likely have to expand your rail network again because one train of ore isn't going to be enough, and you'll need to transition from basic crude oil refinement to advanced oil production in order to get enough oil products to meet demand, and advanced oil production is quite more complicated.

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*** In addition to engine units, chemical science packs require sulfur and advanced (red) circuits which require plastic, thus the player has to initiate oil production, which is quite complicated, especially for newer players unfamiliar with how the game handles fluids and pipes. Additionally, it's unlikely there's a large source of crude oil near your starting position, ''and'' your starting ore patches are probably running low on resources now, which means it's time so you'll have to add a train network and start mining outlying patches. This means you need to do a significant amount of expansion into unfamiliar mechanics in order to handle steady production of chemical science packs.
*** A set of 3 production science packs each require an electric furnace, a productivity module, and ''30'' rails. Production science packs actually cost ''at least double'' all the raw materials needed for chemical science packs, and they require all types of raw material except for wood, coal, and uranium, which means ''every'' aspect of your production needs to be upscaled substantially -- iron, copper, stone, coal, and oil.oil (and probably coal anyway so you can keep your smelter fueled). This increase in resources also means you'll likely have to expand your rail network again because one train of ore isn't going to be enough, and you'll need to transition from basic crude oil refinement to advanced oil production in order to get enough oil products to meet demand, and advanced oil production is quite more complicated.
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** Keeping belts balanced is critical to keep your factory running at maximum efficiency, but unfortunately the game's inserter mechanics make that more of a pain than you'd think. Inserters prefer to pick up items from the side of a belt closest to them and place them on the side furthest from them (or, if the belt is oriented the same direction as the inserter, they prefer to pick up from their left side and place on their right side).[[note]]Inserters ''will'' take from the far side, but only if the near side is empty, and they ''always'' place their items on the far side of a belt.[[/note]] This very often means that you'll see belts with items lined up on one side while the other side is empty, and this can ripple back through your supply line as rows of machines sit idle while the row of machines on the other side of the belt work continuously, since their side is the one being used more. The only recourse is to drop down a splitter to divide the belt in two, then rejoin the two outputs as one feeding two sides of a single belt; so-called "[[FanNickname lane balancers]]" are a very common technique in the community, and numerous mods exist to add single-belt splitters that even up their output without the need for lane balancers.
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** The Factory must grow [[labelnote:explanation]]A madness mantra for players struggling with JustOneMoreLevel[[/labelnote]]

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** The Factory must grow [[labelnote:explanation]]A madness mantra for players struggling with JustOneMoreLevel[[/labelnote]]not building as large factory as possible.[[/labelnote]]
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* MemeticPsychopath: The trains are often characterized by the fan community to be bloodthirsty and all too happy to run over unnattentive Engineers that carelessly cross their tracks.

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* MemeticPsychopath: The trains are often characterized by the fan community to be bloodthirsty and all too happy to run over unnattentive unattentive Engineers that carelessly cross their tracks.
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* MemeticPsychopath: The trains are often characterized by the fan community to be bloodthirsty and all too happy to run over unnattentive Engineers that carelessly cross their tracks.
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** Players dying to their own or other players' trains is a common meme.
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* ThatOneAchievement: "Lazy Bastard" requires you to launch a rocket while crafting fewer than 111 items throughout the game. This limit is ''very'' tight -- calculating all the items needed to get your first lab up and research Automation requires just over 100 items to achieve, and doing so has to be your first priority so you can get an Assembly Machine and have it start producing items for you. This also means the game's SlowPacedBeginning is '''much''' longer and slower, since you can only craft the bare minimum required to get Automation and then let your single Assembly Machine manufacture types of components one at a time so you can build more Assembly Machines and actually get momentum going. Even then you need to be careful to never build anything by hand the entire game, because you have less than a dozen items worth of leeway and a single mistake can ruin your attempt. And by proxy, it also means you'll have to run back to your factory any time you need any sort of item you don't have on you, because you can't craft it yourself and will need to plop down an Assembly Machine to make it for you.

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* ThatOneAchievement: "Lazy Bastard" requires you to launch a rocket while crafting handcrafting fewer than 111 items throughout the game. This limit is ''very'' tight -- calculating all the items needed to get your first lab up and research Automation requires just over 100 items to achieve, and doing so has to be your first priority so you can get an Assembly Machine and have it start producing items for you. This also means the game's SlowPacedBeginning is '''much''' longer and slower, since you can only craft the bare minimum required to get Automation and then let your single Assembly Machine manufacture types of components one at a time so you can build more Assembly Machines and actually get momentum going. Even then you need to be careful to never build anything by hand the entire game, because you have less than a dozen items worth of leeway and a single mistake can ruin your attempt. And by proxy, it also means you'll have to run back to your factory any time you need any sort of item you don't have on you, because you can't craft it yourself and will need to plop down an Assembly Machine to make it for you.
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* GeniusProgramming:
** The development team has been praised for their extremely thorough bug-checking practices, plus their quick response to bug reports, that resulted in one of the most stable and smooth experiences in gaming, a fact that the fanbase has been praising since the major code revisions starting in version 0.14. At least one of their players has cited their reliability checking practices during their own programming projects.
** The way that the game was configured to support the use of mods has made it extremely robust and friendly to heavily customized experiences. Fans have strongly praised how the major code revisions for mod support also had positive effects on the core game's performance.

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