FB Factorio Blueprints

Gleba Agricultural Science and Biochamber Production

Anonymous

Inputs: Bioflux 6/sec Water 1 Pentapod Egg (to get things started) Landfill (for Biochambers) Iron Plates (for Biochambers) Green Circuits (for Biochambers) Outputs: Agricultural Science* Biochambers *Azruine reports a science output of 2.93 per second. I believe feeding eggs chambers into themselves results in a slightly lower rate than one would expect. Always On Design ---------------- This is system is designed to be always on. Otherwise, the pentapod eggs will spoil and you'll have to start it again (and potentially rebuild). The system will burn eggs it thinks are excess. Mainly if an egg makes it through the biochambers in science pack production, it will go to be burned. All spoilage is burned in order to prevent potential backs ups. Science and biochamber production will stop if it's own output fills up. To help facilitate the always on design, it is recommended you prioritize your bioflux output to this system and make sure it's getting 6 bioflux per second or more. And in case you're wondering, the heating tower doesn't get enough spoilage/power to support this system on its own. Taking into account the 50% solar reduction, you could provide an always-on power setup with 22 solar panels and 19 accumulators (based on observable power usage, untested). Make sure such a power setup does not hook up to your main power and only this system. My other Gleba blueprints usually have an automatic nutrient backup. This one does not. If you've reached that point, you'll have to come deal with it in person due to the eggs spoilage anyways. The 8 science biochambers seems excessive, but are all there to ensure you get the most production from eggs. You're really getting the near equivalent of 4 biochambers worth of science (~3/sec), but sometimes inserters miss eggs because of the timing. If playing with enemies, do not modify the blueprint to use burner inserters with pentapod eggs. They may spoil/hatch and there's not a very good way to automatically empty them. Pentapod Eggs ------------- The system operates by having the egg chambers feed into themselves. The pentapod eggs in production do not spoil fully so long as you provide bioflux, water and power. I tested this for much longer than I have my other Gleba blueprints. The egg freshness in the biochambers stay above 95%. As of this posting, every Space Age recipe that uses pentapod eggs is in this system. There is no need to send pentapod eggs anywhere else. Defense ------- This blueprint is deliberately missing any turrets/weapons that would be used to deal with eggs spoiling into premature pentapods. I'm just a peaceful mode player, so I'm leaving it to the player to determine how they want to destroy any internal invaders. Keep in mind that pentapods are 50% resistant to lasers, and it seems that eggs spoil into the current evolution. So regardless of what your are currently dealing with, plan for 250HP wrigglers. Biochamber Production Optional ------------------------------ The biochamber directly underneath the heating tower produces biochambers. The adjacent decider combinator allows you to choose how many biochambers it should produce before stopping. The default is 200, do not exceed 955. The rest of the decider combinator checks to see if the biochamber has the other ingredients to start a biochamber. If it does, it will grab the next egg, otherwise it won't. This means you can ignore this part of the blueprint if you don't provide any of the iron/landfill/circuit inputs. Until the quota is met, science production will fall a little. To Start System --------------- Provide the bioflux (6/sec!) and water inputs. Place nutrients in the four bioflux- nutrient biochambers. Place one pentapod egg on either of the left most egg chambers. Repeatable ---------- You can chain this blueprint by lining up the bioflux belt. However, the biochamber production part does not lend itself well to this repeating. For each blueprint placed that you want to use biochamber product part, you will need to supply the iron/landfill/circuits seperately. (but really, one is plenty, so I recommend only suppying the first one and no more) Change Log ------------- 11.06.2024 Thank you to Azruine and Comodo 17 for some corrections. Updated description to better reflect output/input rates. Updated the combinator to correctly read the presence of biochamber inputs. Updated the long-handed inserters stack limit to 1 to prevent accidental egg back ups in the science biochambers.