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Power Armor, Episode 29: Factorio Season 1

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Episode 29 is a recording, not a stream, and it opens with a catch-up on what was built off camera: robots that build and tear down, blueprints, a modular rail base and a new fortification. Basket then tries accumulators to keep the lights on at night, untangles trains stuck at the roundabouts, and works up from modular armor to a bigger suit with a personal roboport and a portable fusion reactor. Power armor 2 is out of reach by the end, and the rocket silo is the next goal.

Catching up

"So this is a non-streamed version, I've been playing a lot off camera." The tour starts with a deconstruction planner: drag it over trees or four spare laser turrets, and robots fly in, take them away and put them in storage. A train that should have left turns out to be set to manual. Blueprints now lay down whole mines with power and belts, and the base is built from repeated blocks joined by rail roundabouts and crossings.

A new fortification blueprint fits against the existing walls. A requester chest takes in ammo and passes it down a belt to gun turrets outside the robots' area. Robots build it while the commentary praises walls and gates, the switch to stack inserters, and admits a shortfall: "I need 291 laser turrets to actually catch up." The research screen shows Automobilism researched, and Tanks goes into the research box.

Storing power for the night

The power is out at night, with laser turrets down and gun turrets holding the line on piercing rounds. An accumulator tooltip shows a building that stores energy, and the solar block already has 30 of them. "But that's not really enough." Robots bring a batch more, and Basket lays out rows of them by the solar panels, checking the electric network window as they charge.

A large square field of dark green solar panels seen from above, with red-marked squares among them, a band of squares with blue markers across the middle and dashed yellow lines crossing the frame, rails and buildings around the edges

Night comes and the accumulators take over from the panels. They nearly hold: "it almost made it through the night." By the commentary, the power gave out just before morning.

Jams at the roundabouts

Meanwhile the trains have jammed. A long train is still inside one intersection while the next one waits, so neither moves. Basket adds signals to clear it, finds the same problem at the next roundabout, and then has two trains stuck again. "So this whole design is neat, but it doesn't really work out." One train gets picked up and placed again, with a schedule to wait for a full cargo or 120 seconds.

A circular rail loop at a crossroads, one long train curved along the top of the loop and a second train stopped on the straight track along the bottom, solar panels and turrets in the walled blocks around it

Suiting up

Modular armor is researched, then Personal laser defense, and two laser defenses go into the armor grid with a battery. Portable solar panel follows, but the suit will not charge at first: "I feel like I'm missing something." After some rearranging the bar starts to fill. A bigger suit comes next, with a portable fusion reactor and a personal roboport.

The Character inventory and Armor windows open over a rail loop, the armor grid holding two red squares, small blue panels and a round blue Personal roboport, with a tooltip reading "Allows construction bots to work from your inventory"

With ten construction robots in the inventory, Basket places a blueprint and the robots fly out and build it straight from the backpack. "Okay, this is seriously cool." A long field of accumulators goes down the same way. The laser defenses are less exciting: "not super powerful."

A new smelting array

Trains now unload iron on one side and copper on the other, with coal on its own line, into rows of furnaces fed by four belts. Smaller areas make green circuits, ammo and steel. The commentary already plans changes: "next time I play I'll probably rearrange things."

Long rows of furnaces between parallel belts seen from above, power poles along each row and belts turning down the left side of the block

Where it ends

Power armor 2 reads unavailable on the research screen, and the commentary says it needs five efficiency module 3s, so it will not be done in this episode. Efficiency module 3 and then Productivity module 3 go into the research box. The last stop is the Rocket silo research, still unavailable, with no concrete factory yet. "Potentially next episode I might be beating the game." The video ends on a walk through the base at night.