FB Factorio Blueprints

GLEBA - Modular Spoil Based Factory

Anonymous

# Description This Blueprint book contains a series of modules to expand a little factory based on spoil. Image shows order of placement of the modules and it is also described in this post. Placement is intuitive and really easy. It **only requieres you to introduce jellynut and yumako**, all midlle products and nutrient crafting is handled by each module. **Also: seeds need to be dealt with by the user.** BOTH TYPES OF SEEDs are inserted in random sides of the belts, this means that you need to garantee that seed belt NEVER stops: filter both types of seeds and use a buffer (some chests) with some recyclers and logic. At least this is what i do: take a look at the new "Top module all in one". No nutrients on belts, spoil is the HEARTH. Works great with big input. A little inefficent as a part of the input is turned into spoil, but you shouldnt worry about spoil anymore. Also, theorically this idea should never be blocked by any reason. If it gets blocked, it is probably because input spoiled on belts. There are some BPs to prevent this! ### What includes the BP Book - ***Agricultural Science*** module of 16 biochambers (mean of 12,8 biochambers working): 9,6 Agricultural Science/s. **NEW!** - ***Pentapod egg*** module of 24 biochambers: 6,4 pentapod egg/s. *Not recommended right now*. - ***Sulfur*** module of 2 biochambers: 6 sulfur/s (Without production modules) - ***Plastic*** module of 2/4 biochambers: 9/18 plastic/s (Without production modules) - ***Lubricant*** module of 2 biochambers: 27.7 lubricant/s *Output not constant - ***Carbon fiber*** module of 2/4 biochambers: 1.2/2.4 carbon fiber/s (Without production modules) - ***Bioflux*** module of 2/4 biochambers: 4/8 bioflux/s (Without production modules) - ***Rocket fuel*** module of 2/4 biochambers: 0.6/1.2 rocket fuel/s (Without production modules) - All initial objetives have been completed. I would probably start looking into implementing copper bacteria and iron bacteria to the bp, but i will probably take a long time, as im not playing too much lately. ### Pentapod egg module GUIDE There are quite a few things going on, probably half of them are not really optimized: Here is how it works - First thing to do is **UPDATING ALL** the modules of your factory. Spoil is handled really different. Then you can add the pentapod egg module. - Once builded, the comparator next to the buffer chest, around the middle of each side, determines when ALL the biochamber of each side are going to work. This means, if for example in the chest there are 50 pentapod eggs, and the comparator is set to work when "Pentapod egg 10"). **STARTING THE PENTAPOD EGG MODULE**: As all modules, there are two separate production lines (left side and right side), each being independent of the other. So, to start this module, it is needed to introduce 1 pentapod egg in 2 biochambers: **1 BOTTOM-LEFT** and the other **BOTTOM-RIGHT** (Pentapod egg biochambers). This 2 biochambers keep the egg alive forever if **spoil belts arent blocked** (new version of bottom and top modules help with this problem). ### Agricultural Science Pack module GUIDE Procedure is the same as for the pentapod egg module: - First thing to do is **UPDATING ALL** the modules of your factory to a bp book version = 0.16 - Build the bp. - Connect water - Insert 1 pentapod egg in the bottom right and bottom left pentapod egg biochambers (same as with the pentapod egg module). - Done :P **IMPORTANT**: SPEED MODULES of the bottom assemblers are a MUST. ENERGY CONSUMPTION modules for the biochambers that craft pentapod eggs are ALSO A MUST. ENERGY CONSUMPTION modules for the biochamber that is feeded by the "speed moduled assembler" are also a MUST. All other efficency/energy modules are optional. **UPGRADE**: Adding an energy+speed module on all pentapod egg biochambers and all the nutrient crafting part will INCREASE the output. Take in mind always keeping the -80% in the case for the machines mentioned on the "important" paragraph. # How to use Take the blueprint book and place from top to bottom of the screen: 0. ***Top module***: The 2 lines at the middle are spoil, then, the lines of belts of opposite direcction close to one another are: From top to bottom flow direccion - **INPUT** (Jellynut and Yumako). The belt that moves from bot to top - **SEEDS**. **Important** Pls take into account that seeds are deposited in random sides of the belts, so be sure to use the seeds produced or put 2 recyclers to deal with the excess. **FOLLOW IMAGE OF ITEMS ON BELTS**. 1. ***Spoil production modules***: Put a bunch of these, 2 or 3 stages should be good. Also **take in mind**: The main input that is consumed to produce spoil is **Yumako** (70%). If then, for example, only carbon fiber modules are used, Yumako input rate must be a lot higher than Jellynut. 2. ***Output products modules***: Put whatever module you want. The compartor next to the buffer chest that stores the output stablishes when the module is going to work, for example: if "buffer_chest_item Work. Change "200" and set the number you want (it is capped by the capacity of the chest). You can also use a belt or anything else, but dont delete the comparator!. See **"Problem solving"** section if anything goes bad. 3. ***Bottom module***: Same as top module but at the bottom. Just some belts. A new version to manage the spoiled input is available: works well if "Input Spoiled First Buffer Module" is used at the top of the factory. ### Important A JUMP START IS REQUIRED TO START THE "FACTORY": First, connect the input (Jellynut and Yumako) then, **manually put 200 spoil in some of the Assemblers that feed spoil production biochambers**. Repeat to speed up the process or if nothing happened. ### Utility modules - ***Energy consumption*** - This module is a **MUST**: Always try to get -80% on biochambers. - ***Productivity*** - Recommended for all biochambers if you can still get **-80%** consumption. - ***Speed*** - For assemblers, but not necessary. This is for the inactive time that biochambers for spoil production take to get a new nutrient (as should only have the active nutrient). # Problem solving As a general idea: - **Input doesnt get past the spoil production modules**: Input too low or still generating spoil (give it some time). - **Input (Jellynut/Yumako) spoils in the middle of the belt**: It is IMPORTANT to have the items of the input organized (more or less) in terms of more spoiled item - first. I do this by **taking all items from the agricultural tower in only ONE side of the belt** = Just put 1 inserter with **spoild first option** and dont modify positions. Never prioritize any output of one agricultural tower over other agricultural towers. Also, this can be controlled by logic, reading if some belts are full or not. Another thing that might be happening is that your produccion is close to 0, so input is never managed. You can add a little buffer just before the factory with inserters with the same option. Also, JUST PUT MORE OUTPUT PRODUCT MODULES xD. - **A biochamber never gets nutrients**: Check if module is disabled (comparator next to the buffer chest of outputs disables and enables the module), then chek if the next biochamber that is been fed by this one is full. If nothing seems to work, just delete and copy again the module with "Shift+Ctrl+Left Click". - **Low output products (too slow)**: Check if input is big enough, if not, get more agricultural towers working. Check if spoil belts are full, if not, add more spoil production modules. If input and spoil are good, put more modules of the same product. - **Rocket fuel module not working or gets blocked by spoil**: Check water! - **A module is not powered completely**: Verify the version of your BP Book is equal or greater than **0.151**. If it is, then post a comment so i can solve the issue. - **Pentapod egg DIES or module stops working**: This is probably because of the spoil belts. Verify all your modules are updated and the spoil belts have **ONLY ONE SIDE FULL**. If spoil belts are good, check water and then put a pentapod egg in the bottom left or bottom right module. Take a look at nurient crafting part. If nutrients are crafted and spoil belts are okey, then it should work forever. If you keep having problems or nutrients arent crafted, delete and rebuild all the module. Any other problem, i can answer comments (my game knowledge is limited) # Thanks for reading! /-----------------------------------------------------------------------------------------------/ # Changelog There is a version for every module. Then, there is a version for the blueprint book: - Every time the post is edited, blueprint book version will change, but maybe some modules insade wont be chaged, mantaining their current version ### GMSBF BP Book v0.17 (14/04/2025): - Added **"(16)Agricultural Science Pack module"** with 9,6 Agricultural Science Pack/s. (a mean of 12,8 of the biochambers will work out of 16, the bp isn't bigger because of this deficiency). There is a paragraph explaining how to turn on the module. - Note: Pentapod egg module is trash, i would recommend not using it. Upgrades will probably be posted anytime this year. There are probably still problems. All feedback is welcome. ### GMSBF BP Book v0.16 (22/02/2025): All **SPOIL BELTS** have been updated to handle the spoil excess that generates the **Pentapod egg module**. This is due to not been able to control individually fuel count and ingredient feeding of pentapod egg's biochambers. - Added **"(24) Pentapod egg module"**. Still in test version, but seems to work good enough. Take into account that this module, if installed at the bottom of the factory, is probably going to produce more spoil than it consumes. Also: update all your current factory to the new bps. - Updated **"Top module all in one"** from v0.0 to v0.1 - Updated **"Seed handler module"** from v0.0 to v0.1 - Updated **"(2) Carbon fiber module"** from v0.0 to v0.1. - Updated **"(2) Lubricant module"** from v0.0 to v0.1 - Updated **"(2) Sulfur module"** from v0.0 to v0.1 - Updated **"(2) Plastic module"** from v0.0 to v0.1 - Updated **"(4) Carbon fiber module"** from v0.0 to v0.1: Added belt output as an option - Updated **"Top module"** from v0.1 to v0.2 - Updated **"Spoil generator (nutrientes)"** from v0.1 to v0.2 - Updated **"(2) Bioflux module"** from v0.1 to v0.2 - Updated **"(2) Rocket fuel module"** from v0.1 to v0.2: Added belt output as an option - Updated **"(4) Plastic module"** from v0.1 to v0.2 - Updated **"Bottom module"** from v0.1 to v0.2. IMPORTANT UPDATE if you want to produce pentapod eggs. - Updated **"(4) Bioflux module"** from v0.2 to v0.3 - Updated **"(4) Rocket fuel module"** from v0.2 to v0.3: Added belt output as an option There are probably a lot of problems. All feedback is welcome. ### GMSBF BP Book v0.152 (08/02/2025): - Updated **Spoil generator module** (nutrient spoiling) to v0.1. It counts now with recyclers to recycle nutrients into spoil, improving productivity of spoil by 2,5 (see factorio's wiki). Thanks **Alfonse215** (reddit) for the information. ### GMSBF BP Book v0.151 (09/01/2025): - Updated **(4) Bioflux module** to v0.2. It counts now with substations to power all the bp. Logic of the nutrient crafting has also been upgraded. - Updated **(4) Rocket fuel module** to v0.2. It counts now with substations to power all the bp. Logic of the nutrient crafting has also been upgraded. - Updated **(4) Plastic module** to v0.1. It counts now with substations to power all the bp. Logic of the nutrient crafting has also been upgraded. ### GMSBF BP Book v0.15 (05/01/2025): - Added **Seed Handler** module to handle seed output. - Added **TOP MODULE ALL IN ONE**, composed of a **spoiled first buffer** module (for jellynut and yumako) and a **seed handler** module. ### GMSBF BP Book v0.14 (01/01/2025): - Added **Sulfur** module with 2 biochambers = 6 sulfur/s. - ***Happy new year!!*** ### GMSBF BP Book v0.13 (14/12/2024): - Added **Plastic** modules with 2/4 biochambers = 9/18 plastic/s. ### GMSBF BP Book v0.12 (08/12/2024): - Added a new **Spoil generator** based on nutrients. It is more or less 2 times more efficent than the previous modules. I didnt take into account productivity the first time i calculated spoil/per input. - Added a little description for all blueprints. ### GMSBF BP Book v0.11 (07/12/2024): - Added **Lubricant** module. It has a production of more or less 25 lubricant/s as output is not constant! Upgrade tier of long inserters or build more modules to increase output. I can upgrade this module if someone **requests it**. - Changed name of the BP Book from MODULAR SPOIL BASED FACTORY BP Book to GMSBF BP Book. ### GMSBF BP Book v0.10 (05/12/2024): - Added **Carbon fiber** modules!!. - ALL modules updated to new width, as now fuel of biochambers can be read - Easier and smaller design. - Added a little blueprint "spoiled-first buffer" to install between the agricultural towers and the input of the factory. It isnt efficent in throgput and problems can still occur, but helps to prevent some. - Added a input spoil buffer as a bottom module to prevent spoiled input (yumako and jellynut) from jamming any module.