FB Factorio Blueprints

Rail Blocks (SpaceAge) v3.18

Anonymous

### This is a RailBlock system for Space Age. It is designed around easy scalability from early to late game and low buffers. It features early, mid and late game modules for all planets. It is designed around 1-2 trains. Small modules have a periodicity of 76 tiles. To keep buffers low, train stations are designed without buffer chests. Empty train stations lead to partially full trains to be dispatched (no more waiting for full trains of blue chips in the early game). Empty train stations also adjust their priority to ensure that stations are evenly served (i.e. modules should not be claiming all sulfuric acid while others are not being served). Train stations each have one waiting spot. With 2 trains for each input station and 1 train for each output station, trains hop from gap to gap. Please mind: In the early game you might need to manually send freshly built trains to input stations, because not all trains can go to output stations at first. For __Nauvis__ it can be used early on, from red/green science. There are different tiers of modules for differnt stages of the game. For the hub module a mod can be used, that allows to use the rate calculator for the whole base On Nauvis I expand using artillery once Vulcanus can supply enough raw material. For that, a module that produces walls, laser turrents, etc. at matching quantities is included. The current size of the base is set on the constant combinator (expecting a square base with x double modules on each side). It will then produce enough to allow you to expand in all direction for 2 modules, so the new base size is square with x+4 modules on each side. For __Vulcanus__ a starter base is provided which can be used along most of the default modules, once you have cliff explosives. Some Vulcanus specific modules are also included (coal liquefaction, power from sulfuric Acid). Check my other blueprints for my pre cliff explosive Vulcanus blueprints. For __Fulgora__ without foundation the elevated rail blueprints can be used to connect mining and production outposts. Scrap trains are designed as bidirectional 1-1-1 trains with specific interfaces to the default one directional rail blueprints. Scrap-Mining is designed for 1 train for each station (no waiting spot) with direct Train mining. Typically 3 stations should fit on small scrap islands. Input stations are designed with AB unloading: 2 bays are unloaded one after the other. Check my other blueprints for my production outposts. For __Fulgora__ with foundation a module to sort recycled materials into trains is included. This allows to use all other modules. Fulgora specific science module is also included. __Gleba__ is also solved by trains, but fruit trains are designed a little differently: trains wait at buffer stations. If a module requires fruits, a train is dispatched to an output station. Only if a train is at an output station the agri Towers harvest the fruit. This improves freshness. Output stations only allow one train every 5 minutes to allow for fruits to grow. This means that there is only 1 tain for each output station and no additional trains for input stations. Some Gleba specific modules are included (rocket fuel, power, sulfuric acid). At the beginning, blueprints from the "early" book can be use to spaghetti connect the starter base. Once you have enough artifical and overgrowth soil, farming can also be put into the periodic blocks. You can also place the farming blocks off grid and just connect them to the train network. This allows more efficient placement in the early game, when overgrowth soil is not available. For __Aquilo__ a starter base, heated base blocks and specific production blocks (ice platform, lithium plate, quantum processors...) are included. Train stations are designed so that they should work without a heated grid. But you should have enough rocket fuel to just heat everything... It uses/adapts: - - smelters and T5 Demo module based on: - - - - compatible blueprints (not affiliated): - Changelog - v0.2: improved symmetry. - v0.3: added mixed belt unloading and debug demonstrator - v0.4: Furnace optimizations, test of new base grid - v1.0 (Apr 25): First version of all T1 modules. - v2.3 (Apr 25): T0-T1 with partial dispatching. This reduces negative buffer effects. - v2.4,2.5: Bugfix - v2.6: Changes to dispatching method, bugfixes and Improvements (e. g. module block). T2 modules added. - v2.10 (May 25): T3 Blocks added. Beta test of first few T4 Vulcanos Blocks. - v2.11 Works well on Vulcanos as well - v2.12 Elevated Rails, T4 (Fulgora) Blocks, some Fulgora specifics. - v2.13 Improvements to elevated rails and quality grinders. First Beta for Gleba by trains. - v2.14 Bugfixes - v2.16 (June 25) Gleba by Trains beta 2 - v2.17 (Jul 25) Aquilo by Trains beta 1. Fulgora with Foundation beta 1 (scrap to sorted trains, allows to use default modules). Minor changes to Hub. - v2.18 Aquilo modules, new gleba farming modules. - v2.19 (Aug 25): Refinements, bug fixes, improvements. Train loaded rocket silos. Fluoroketone build. - v2.20: accumulator prodcution in science module - v3: even train distribution - v3.1: bugfixes and refinements (Refill-Stations and Vulcanus starter base). - v3.2: bugfixes, improved upgradeability of module manufactring, improved beacons for T4, refined gleba starter base. - v3.3: tiny bugfix - v3.4: small gleba refinement - v3.5: more small but important gleba fixes - v3.6 (Sep 25): minor improvements to Gleba starter, Gleba modules, Aquilo starter and Aquilo Modules (Rocket Silo Load by Train), better quality fuel loader. - v3.7 (Oct 25): Fulgora blocks rework, new rocket silo blocks, new quantum processor on Aquilo block, beta for new green chips T1-T3 block, fusion power - v3.8 (Nov 25): Bug-Fixes to Hub and coal liquefaction modules. minor Improvements to Valcanus starter base. First round of generic blocks to upcycle train loads to legendary. - v3.9 (Dec 25): Refinements to Gleba and Aquilo. Rocket fuel and uranium upcycler. Improved upgradeability of Lab-Module to T4. - v3.10 (Jan 26): Rework of fusion power plants. Better belt balancing for early game modules. Changes to Fulgora modules (concrete and coils on trains), improvements to train load upcyclers. - v3.12 (Feb 26): Small improvements to many modules (hub, lab, green chips, Aquilo Fusion, ...), Vulcanus Science module. - v3.13 (Feb 26): Beta of late game science (based on tileable factories). - v3.15 (Mar 26): Bug-Fixes for Nauvis and Gleba. Special upcyclers (legendard stack inserter, prod modules, science labs). - v3.17 (Apr 26): Many Bug-Fixes, including one for the even dispatching circuitry of the blue chip module... Better gleba train dispatching. Lab module now produces own batteries. - v3.18 (May 26): Some bug-fixes, experimental Fulgora scrap processing