Vanilla early logistics w/ red/green science
Vanilla early logistics w/ red/green science
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Vanilla early logistics w/ red/green science
Rail Block System that allows to scale from green science to mega base with the same pattern Lategame Blueprints available here: As the midgame blueprints don't contain trains: The idea is to have 1 train for each input station and another train for each output station. Each going from Output until full to Input until empty. Does include defense and nuclear Blueprints. Base pattern based on Modules mostly based Nilaus Masterclass builds
This is my standard "Starter Factory". It's where I get initial materials to build most other things. I've added most of the missing things. See other blueprints for more. I'm in the process of doing what I think will be a good final update soon. I started with a design for Flood Defense, and modified it to meet my starting needs. Put in Copper and Green circuits on a belt and something to burn and iron ore in the other end and you get most things you need to build out the rest of your factory.
Factorio 0.18 Science Pack production 1.5 / sec * Automation Science * Logistics Science * Military Science * Chemical Science * Utility Science * Production Science * Science Labs (early and late game) Video tutorial:
Red circuit
It's a base, its a book, NO IT'S A BASE IN A BOOK!!! Now updated for 0.17 new recipes etc. Unlike my previous base in a book, this design focuses more heavily on science. PT 1 - Starter Base - Red and Green Science using only parts that can be unlocked using red science. Outputs 1 belt of yellow belts and 1 belt of yellow inserters. Has a large smelting array and the mainbelt is fed raw ore unlike the previous edition. uses a 4-2-4 mainbelt, 4 iron 2 coal 4 copper. the upper belts are iron, the lower are copper, the upper belt of the coal line can be any burnable fuel, wood, coal solid fuel, rocket fuel, or atomic fuel. the lower belt must be coal only as later stages use it to make plastic and grenades. PT 2 - Adds petroleum processing and construction robot production. Base is not entirely covered by roboports, so some gaps need to be manually built still/
100x100 City blocks with progressive city block building. Contains power squares utilizing the whole block to max efficiency. Train network included requires Space Age as it uses elevated rails. Train network also utilizes the interrupt system so you don’t have to have specific ore trains. Uses a fuel station and a relax station for when all pick up locations are full. There are also a couple smelting blocks to help get you started by maxing out 4 lane yellow or 4 lane red belts for 60 or 120 plates/second. Other blocks are left for you to build and design as you see fit.
Cobai's Starter Base: (Version 2.0 BIG update below (17/08/2023) This base is designed around getting to bots as quickly and as safely as possible. The design is as compact as possible and is a rework of another base I found here a while back but split into several stages with some modifications to make it more reliable. All inputs are raw ore - Iron/Copper/Stone/Coal with Oil and Water also required. (Look for the combinators at the edge of the map to see entry points). I've added a VERY basic hand-fed early game to get science up and running with power and then the base expands rapidly into full red/green production, but this is then included and expanded upon within the main base blueprints, so things like labs don't need to be moved. All connections are labelled around the edge of the base and the entire base is surrounded by a wall for easy alignment. Please note - the blueprints must now be built in order as each stage only contains the needed entities for each seperate build. If you have early bots via a mod or nanobots this base goes up incredibly well as you craft items, otherwise if building by hand focus on getting ore and smelters running and then build production chains. ETA to bots from start on most maps is around 2 - 2.5 hours and then you can extend and build whatever you like. ** Version 2.0 ** Date 17/08/2023 - Game Version 1.1.89 Massive update to the Blueprint with all features I wanted to add in, complete. This base now goes beyond just bots and can be used to launch a rocket. It's not the fastest by any means, but it was never planned to be. I've kept this design true to the original idea, if you only want to get to bots, don't build past the bot bluepint otherwise continue following them. Every 'module' is supported by it's own raw input production chain - just hook up Iron/Copper Ore and watch it come to life! Mall Added Purple Science Added Yellow Science Added Launch Added! Screenshot attached shows as follows: Bottom Right - Start Base To Bots Bottom Left - MALL Mid Right - Purple Science Mid Left Around To Top Right - Yellow Science & Rocket ** Version 1.0 ** Uploaded - Creation date 18/05/2023 - Game Version 1.1.81
Based on Nilaus's jumpstart base with some edits: 1. updated recipe and belt routing for medium and big power pole 2. added grey science 3. added red belts. exhaust your starter base! 4. added 2 gear assemblers 5. added 6 steel smelters 6. edited science lab area (now has 2 belt rows instead of 1) 7. do remember to upgrade assembler 1 to 2 8. while the blueprint uses wooden chest, it's really recommended to use steel chest as early as possible. 9. please add lights if necessary version 2.0.15
3 Blueprints for the three stages of Oil Processing which can be placed on top of each other as the base matures - Basic Oil Processing - Advanced Oil Processing - Advanced Oil Processing with Modules This blueprint is part of the "Base-in-a-Book" Tutorial series by Nilaus:
A quick-to-set-up, extensible early-game system for red and green science packs. I used this to get the "Getting on track like a pro!" achievement on a normal default map. This will also help you if you only have a few resources close to base, or if you just really like trains. - Set it up and feed it with 2 belts: pure iron, and iron/copper - Each section feeds into the next - You can get started with the red science packs while you're gathering resources for the greens - Each tile supports close to 4 labs (and can be made faster by upgrading inserters etc.) I supplemented it with one more red science further up the belt as the greens started to come online. Because it's reasonably minimal and extensible, this isn't just a temporary solution! Just leave enough room for your bus (across the top) and it will last you all game. And enjoy those early-game trains!
A platform that generates about 1.25 white science per second, Asteroid grabbers automatically filter for asteroids depending on how many are in the system, and a recycling system to flatten out differences in asteroid pieces in the system
My personal setup guide helping me to learn the game
This BPB is my 9696213 try to get along with at least one "good" book to build from 0 to the rockets. Trains Trains Trains! It's still heavily a WIP - be warned ;)
this is not my modbook but i needed a quick way to share this, this is from nialus lightly modified to fix a few of the blueprints i had
Eveything that I use for a vanilla game.
its my blueprints, but also not mine
In the search for a 100% snapable base, we will stop at nothing.
Decided to build out DoshDoshington's base idea with a funny train stop setup, and expand it by limiting the builds to 30x30 grid size per resource. There's some exceptions to the rule, namely ore refining. If you don't allow that exception, it is kinda boring, because you end up with almost no spm.
Blueprint book of smelters, all with fully compressed output belts. Contents of this smelter book: - Iron/Copper plates (yellow belt) - Input: 1x Coal + 1x Iron/Copper ore - Iron/Copper plates (red belt) - Input: 1x Coal + 1x Iron/Copper ore - Iron/Copper plates (blue belt) - Input: 1x Iron/Copper ore - Stone bricks (yellow belt) - Input: 1x Coal + 2x Stone - Stone bricks (yellow belt, long handed inserters) - Input: 1x Coal + 2x Stone - Stone bricks (red belt) - Input: 1x Coal + 2x Stone - Stone bricks (red belt, long handed inserters) - Input: 1x Coal + 2x Stone - Stone bricks (blue belt) - Input: 2x Stone - Steel plates (yellow belt) - Input: 1x Coal + 5x Iron plate - Steel plates (yellow belt) ON SITE - Input: 1x Coal + 5x Iron ore - Steel plates (red belt) - Input: 1x Coal + 5x Iron plate - Steel plates (red belt) ON SITE - Input: 1x Coal + 5x Iron ore - Steel plates (blue belt) - Input: 5x Iron plate - Steel plates (blue belt) ON SITE - Input: 5x Iron ore The setup style: - Yellow belt: Stone furnaces + small electric poles - Red belt: Steel furnaces + medium electric poles - Blue belt: Electric furnaces (with modules/beacons) + medium electric poles + fast inserters Notes: - All smelters provide a fully compressed output belt (when given enough input resources) - Stone bricks (yellow+red belt) have an extra variant with long handed inserters, it's more compact but more expensive to build - Steel plates have an extra variant: 'ON SITE' (for all belt types), where you can input Iron ore in stead of Iron plates. - For some (bigger) smelters it takes a while for the coal to run through every lane, but once it's there the smelter runs smoothly - For some smelters it takes a while to output a full compressed belt, again here: give it some time... You can remove the constant combinators, they are just there to quickly show the required resources for each belt.
A compact base containing all sciences for 0.17
Includes factories for each science type that take basic resources and produce 90 science per minute.
This is my update of Early Game Mall by Klaas Hakvoort, which hasn't seen any updates in 6 years. I have addressed minor upgradeability issues, added some visual improvements, and kept drone friendliness in mind. Building tons of conveyors with personal drones was a pain. Link to original: Update 18.02: Added red circuits and green circuits. Updated nuclear, solar, extra gears, pipes. Update 18.03: Added cybersin mod part. I also fixed a few other issues.
Designed to allow mostly free-form railways rather than requiring a city-block style. Tracks do all run on the straights, not diagonals (yet) and the centers can be used for a logistics network, solar power, a dual fluid system, or any combination of these, or left blank. Includes station take-offs for a station with exit and entrance in the same straight section and in different sections. Most of the issues, such as signalling, should be covered in the description of the prints, or the books within. **Still a work-in-progress**
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Start with starter base, mall, main bus, smelting, and science tags. Those layouts are usually easier to understand and useful early in a run.
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