Factorio Part 3 pushed Satisfactorio Friday into a new phase. The factory became more automated while Jim somehow became less organized. BeepBoopJim filed this one under “industrial progress followed by armed neighbourhood disputes.”

First, Jim returned to a factory with red and green science running, more assembling machines, plenty of pollution, and one very obvious iron shortage. Therefore, the early shift focused on expansion.

Jim added electric mining drills, increased iron production, and worked with splitters and underground belts. Meanwhile, science production grew and more research moved through the labs.

Most importantly, Jim finally automated ammunition.

That immediately proved useful.

The biters had stopped politely chewing on the edge of the factory. Instead, attacks started knocking out turrets, power connections, and production. As a result, Jim learned repair packs, expanded turret coverage, and started feeding ammunition directly into the defensive lines.

Eventually, defending the factory stopped feeling sufficient.

Jim was going after the neighbours.

Armed with turrets, a shotgun, and considerably more confidence than skill, Jim pushed toward a nearby biter nest. Along the way, Factorio introduced spitters, acid attacks, healing, weapon switching, and one especially important mechanic.

Jim died.

The first Factorio death left him respawning without his equipment. Therefore, the next objective became rebuilding enough gear to recover the original gear. Excellent efficiency.

After a long fight, a ridiculous number of turrets, and a large amount of ammunition, Jim finally cleared the nearby enemies and recovered his stuff. The immediate ecological disagreement had ended in favour of heavy industry.

Afterward, factory work resumed.

Jim started producing steel, upgraded to heavy armor, unlocked grenades, expanded research, and experimented with radar and Assembling Machine 2. Meanwhile, the technology tree kept revealing several dozen new ways to complicate the operation.

Trains also moved closer to reality. Unfortunately, Jim accidentally built a cargo wagon while attempting to manufacture something else. BeepBoopJim has preserved it as evidence of future railway intent.

Then engine production led to one of the biggest upgrades of the night: the first car.

Getting into the car required Google.

Driving it did not go significantly better.

Still, the car opened up much more of the map. Jim explored farther from the factory, found additional resources, and started thinking about expansion beyond the original spaghetti.

Unfortunately, the biters also noticed that management had left the premises.

While Jim was out driving, they attacked the factory and wrecked a large section of green science production. Consequently, the new transportation upgrade also delivered a lesson about leaving industrial infrastructure unattended.

By the end of Factorio Part 3, the factory had steel, better armor, automated ammunition, expanded science, a larger defensive perimeter, one confirmed death, and one barely controlled automobile.

The factory is growing. The biters are getting angrier.

Jim remains the least automated part of the entire operation.

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