FB Factorio Blueprints

Megabase Modular Train Grid Framework (2.0) For Space Age

Anonymous

This is an expanded version of Sancho's modified version of Coyote's original design. It fixes mall, ammo, rocket silo and research layouts and adds production layouts that be using new assembling machine for space age. Here is what I did and did not update: * Minor fix for existing production layout (include "On Water") * Add grid rail blueprints for elevated rail * Update mall and ammo blueprints to add new production added by Space Age * I did NOT add blueprints that be used on other planets or CANNOT make on Nauvis * I try to build circuit network to safety handle biter eggs. * Add production blueprints that be using new assembling machine (e.g. foundry) * Update science labs blueprints to apply new science packs, Labs for 4k/m science only supports max 10 science packs and can research 8 of them simultaneously (6 + space + metallurgic or electromagnetic or Agricultural) * Add bio science labs blueprints to apply new science packs * Add 9 GW self-starting fusion reactor blueprint I will try to fix any mistakes I made if you point them out in the comments. Original description below: # Megabase Modular Train Grid Framework (2.0) This is a modified version of Coyote's original design here. It fixes dozens of issues in the original release and has been updated to work with 2.0. WARNING: It has been only minimally updated for expansion content and I have no intention to do so. Here is what I did and did not update: * Updated to 2.0 rails and adjusted all blueprints to fit * Consolidated some blueprints by parameterizing them. * Updated white science for non-expansion players and added an additional 1x1 rocket silo blueprint for expansion players. * Updated science labs blueprint to unload white science from a cargo landing pad instead of a train. * I did NOT optimize the blueprints for the 2.0 beacon changes or update descriptions accordingly. I also didn't update any of the calculations in the description below about how many modules are required for ~1k/m or ~4k/m science. * I did NOT update the water fill blueprints due to the new super force blueprint function. In fact, I recommend not to use them with the increased cost of landfill in 2.0, but I left the old blueprints in case anyone wants them. * I did NOT update the mall with new expansion items, but I fixed broken non-expansion items * I did NOT update any other modules with updated expansion recipes (ie. tier 3 modules, artillery shells, destroyer capsule) I will try to fix any mistakes I made if you point them out in the comments. If you would like to add expansion content, feel free to upload your own version but please credit the original author (Coyote). I don't care if I'm credited or not but please drop me a comment so I can try out your version! Original description below: # Megabase Modular Train Grid Framework For Factorio 1.1 as it extensively uses new station train limit feature These blueprints will allow you to easily and quickly migrate your existing base from first rocket launch to megabase. All factories are defined within blocks, surrounded by rail grid that can be connected on any side in any way. Each factory has stations to bring necessary goods in, and output station with trains ready to get the goods out. Trains will wait on their loading station and deliver to unloading station when the resources are needed. Unloading stations have circuit logic that will set the train limit depending on how many goods are stored in the chests. Logistic network is used mostly for construction, and to transport ammo. Everything is under one big network. You can start by placing grid base layout for fast expansion of the power and logistics network. Then you can place factories on top of those wherever and however you like it. They can be rotated in any direction. Sometimes you’ll have to clear power poles for factories that takes more than one grid space, or radar if it’s in the way. If some factories are built further apart, they can be connected with the simple rail line blueprint. There are specific landfill blueprints for factories that need water. One is specific to nuclear plant that takes 2x1 grid space. The other one has opening for the water in one corner that all other water needing factories will use. Once the landfill is built, the factory can be built with correct rotation for the water pump to match the water corner. When expanding, you can cover the water with minimal landfill, then decide later if you wish to cover it with full landfill for normal factories, with corner landfill for factories that need water, or nuclear landfill for the power plant. With these blueprints, most of the factory can be built from the map view and you don't necessarily need to be near the construction spot. For production factories, all you need to do is build them and switch output trains to automatic mode. For raw resources gathering, Copper or Iron can be smelted directly with smelting factories, or any resource can be gathered with corresponding Loading Station. For that, use the 1 or 2 station with queue blueprint and build on top the raw resource loading station. All you need to do then is connect your mining drills to the stations and switch trains to automatic mode. It's recommended to use input balancer before the station to equalize the consumption and loading of the resources. Before you begin the transition, all technologies should be researched, and make sure that you are producing nuclear fuel and a lot of speed/production modules. You should build factories for the Mall, Modules, Nuclear processing, Stone processing, and Ammo before you destroy those in your old base. Science builds have the 1k/m version that can later be upgraded to 4k/m (more exactly 980s/m and 3920s/m) To avoid you some calculations, for the 1k/m science you'll need: * 3 Low density structure factories * 1 Rocket control unit factory * 1 Rocket Fuel factory * 2 Oil refineries * 1 Batteries factory * 1 Blue circuit factory * 1 Red circuit factory * 3 Green circuit factories * 1 Plastic factories * 1 Sulfur factory * 7 Steel smelting factories * 3 Iron plates factories * 6 Copper plates factories * 1 Stone brick factory And for the 4k/m: * 9 Low density structure factories * 4 Rocket control unit factories * 4 Rocket Fuel factories * 8 Oil refineries * 2 Batteries factories * 4 Blue circuit factories * 4 Red circuit factories * 12 Green circuit factories * 3 Plastic factories * 1 Sulfur factory * 25 Steel smelting factories * 12 Iron plates factories * 22 Copper plates factories * 2 Stone brick factory * 8 Nuclear power stations + additional for miners For military science you will need to increase stone brick factories to 3. This does not take into account the resources you'll need for the mall and modules, so you'll probably have to add more depending on your needs! There are defensive perimeter blueprints that can be used around the base to defend yourself. Optional "security" corridors can be built between factories - they provide safe walkways that will avoid you to collide with trains :). This is designed as a framework for further improvements. You can of course build your own version of any factory or create new ones. (There is for example no factory included for personal equipment construction) Some rules that should be followed: * Factory is surrounded by basic train grid line – This will assure that other factories can be built on any side and connect to the grid. * There are only two entries possible for trains after the roundabout and one exit on the other side – stations templates are available for new factories. * The grid train line has waiting space for one train in each direction. Grid is designed for maximum 5 length trains. * The loading stations should have 1 queue and use 2 trains – This allows the first one to get filled and leave, then the next one can get its place and start filling. Usually, the first one gets back before the second one is filled and then it cycles. * Station naming is important as it defines which trains are needed or where they need to go – The system will ask for any train anywhere that is ready to deliver the needed goods * Loading and unloading stations templates are provided with circuit logic – Only parameters to configure are “L” for max train length (1 if no queue, 2 if there is one queue), “S” for stack size on cargo trains (to divide by 4 if only one wagon), or “W” for number of wagons on fluid trains. Some parts of the factories are using blueprints that I have found in the community. Biggest credits goes to Nilaus for his master class blueprints, but also to Rahbek for the mall and Yoyo Ma for the nuclear power plant. Special thanks to Azaghal for some help in early design and adjustments of the base grid system.