FB Factorio Blueprints

RIP landmines

Anonymous

***With the upcoming update that completely shuts landmine usage on ships down, this entire blueprint book is now useless. I am not interested in a PVE game which sells itself on "creative solutions to your problems" but then turns around and snuffs an actual creative solution out when its "Not the way we want players to play!" I have better things to do and will not be bothering with factorio anymore. Have fun everyone.*** Changelog Update 2.1.0 Added Promethium Hauler to Hauler book Update 2.0.2 Fixed some satellite blueprint issues. Altered solar hauler asteroid reprocessing Update 2.0.1 Rebalanced solar hauler engines and asteroid reprocessing Update 2.0 Added solar hauler. Hauler which can reach any planet and uses only solar even at Aquilo. Update 1.9 Added Mothership Mk4, resolved some logic issues, attempt to add steel and landmine priority for when ship is held for long periods of time over aquilo, foundry is now SR-latched to prevent constant recipe switching (only foundry, assemblers will cause issues). Completely rebalanced engine and water area. Added more solar panels with the removal of the engine and water area. Added throttled laser turrets. (Only really meant for aquilo, anywhere else it dosen't matter). Updated geo-stationary satellites book, Satellite uses same steel priority as mothership, added beacons and expanded solar wing. Update 1.8 Included the new jumpstarters. Update 1.7 Updated asteroid balancing for better control. Included a rocket turret version in the event that landmines are ever nerfed. Added satellite book to the blueprint, updated ship jumpstart satellite books. Update 1.6.1 Small update to the reactive armor for better coverage and making it better looking. Update 1.6 Updated for aquilo, mall logic has been altered to factor in a different combat mode. All assemblers no longer have quality modules in order to keep up with the ammo requirements. Update 1.5 Fixed some more logic issues. Should be the last update before Aquilo version. Update 1.4 Fixed some logic issues (again). Added more items to the mall. Added more solar panels for net positive power on fulgora when mall is running (Use Mothership mk.2.) Update 1.3 Fixed force building solar panels blocking some inserters and pipes Update 1.2 Fixed some logic issues with combat mode Update 1.1 Added explosives, cliff explosives, solid fuel, rocket fuel Mothership Mothership, uses mostly normal - blue rarity items which are easily obtainable at mid game Features: 1. Automall. Will auto craft most recipes based on what is missing in the hub. Most assemblers and foundries will automatically switch recipes dynamically. 2. Fully efficient nuclear reactor. Uses as little nuclear cells as possible. Only uses nuclear power when solar is unable to sustain/ if the ship needs steam for mall or if ship is in combat mode. 3. Automated asteroid processing. Will only process what it needs, when it needs. Includes fail safe trash dump for overflow to prevent machines locking up. 4. Asteroid balancing. Will balance asteroid count across whole belt 5. Net positive idle solar power gain on all three initial planets (So long as lasers arent firing a dense cluster of asteroids while mall is running) 6. Orbit / Combat mode. (Automatically crafts items you need and sends them down to planet / Automatically diverts all power & crafters to engines & weapons) 7. Waterfall ammo design. Front turrets always get ammo first. Laser turrets soften asteroids to reduce ammo usage. 8. Reactive armor. Landmines instead of rockets for travelling to aquilo Satellites Tiny footprint jumpstarters meant to craft items in space to reduce amount of rockets sent. Jumpstarters can be used for any ship you intend to build. Just send one up and leave it to do its thing, come back a few hours later to a few thousand platforms. The jumpstarter is constructed in tiers where it expands the amount of items you can make on the platform as you go. The inital jumpstarter, at a size of 348 platforms, relies on a single foundry and assembler to craft platforms at 12/min (average over 10 mins). It can also handle basic inserters and belts (up to red) by changing the combinator beside it. Upgrade it to the 2nd tier once you have enough platforms made (all speed) and upgrade to the mid tier which allows for blue belt crafting. Geostationary satellite built on the mid jumpstarter. Meant to provide a planet with any space material e.g. copper for fulgora, iron/copper for aquilo, calcite for navius, etc. Meant to be built in its entirety over navius, have the solar wings deconstructed, and then sent on a one way trip to any planet. Once it reaches your designated planet, remove the engines module and attach the solar wings to the satellite. Features: - Crafts on demand - Throttled laser turrets (they wont fry your grid) - Balanced asteroid production & consumption - Equipped with reactive armor for Aquilo, travelling and turrets missing asteroids. Hauler Relatively fast Solar hauler designed to run on only solar even at Aquilo. Features: - Only uses solar (even at Aquilo) - Only uses rare items - Only uses blue belts - 350 km/sec average speed - No buffer needed. Promethium Hauler: Small Promethium Hauler that is built using the solar hauler design. **RECOMMENDED: Explosive level 13, Laser level 13, Railgun speed level 4 and enough railgun damage to 1 hit promethium asteroids (around 3 - 4). You need explosive level 13 to hit rocket and landmine breakpoints or your ship is going to be taking alot of damage and wasting explosives.** Features: - Single fusion reactor - Gets about 3000 - 4000 Promethium Asteroid chunks for a single trip on average - Penetrates about 100,000 km into shattered planet - Still uses reactive armor. Not the most optimal ship, but definitely one of the smallest promethium ships. Prototype ship - Prototype 1200 km/sec stacked engine ship - Highly impractical - Video of ship: Old Update 2.1: Added Promethium Hauler to Hauler book, removed mothership Mk1 - Mk3 +rocket turret Update 2.0: Added solar hauler to book, changed name to Space fleet (formerly Automall Mothership). Unifying all the spaceships I built into one book ~~Note that the first time you load this blueprint, you need to rotate the foundries to match the pipes. There is no way for me to fix this due to how blueprints are loaded if a crafting machine does not have a preset recipe.~~ **Update 1.9: Mothership MK4 has preset recipes that fixes above issue. Note that overwriting a blueprint over another does not affect constant combinator values, you may want to halve the amounts it is crafting and remove the landmines and ammo from the mall combinators. (The quick fix for previous builds was to double the amount needed). You can skip this step if you dont mind the mall crafting 2 stacks or more of every item** **Update 1.6. The mothership can now reach aquilo. Most logic errors have been resolved as well. Aquilo ship is Mothership Mk3 in the book. Have fun.** - Mothership is now specced to reach aquilo, although in a rather unorthodox way. (It has no rocket turrets) - All quality modules are removed and replaced with speed instead (No more quality grind on the ship, but this is the only way to reach aquilo. - It makes full use of the fact that its a giant flying automall to reach aquilo. You can stay in aquilo orbit indefinitely as well. Positive net solar gain on aquilo as long as mall isn't running. If mall is running, you might want to watch the amount of asteroids the ship is consuming. (If you are running out, send the ship on a trip to the nearest planet and turn back after a short while to get more asteroids.) - Instead of rockets, mothership has reactive armor. During combat mode, An assembler is dedicated to producing mines faster than it expends them, and places all of them into the hub. Since anything from the hub is taken out almost instantly, it replaces used landmines instantly on any spot on the ship, thus turning the ship into a giant battering ram. - The ship will replace any platform it breaks once you are in orbit over aquilo, or any other planet. It has been stress tested many times and it has no issues making the trip reliably in one piece. (Although the first few times is probably pretty scary) - Mothership is probably unable to reach shattered planet, and I have no intentions of making a giant flying automall do so. Make / get a dedicated ship for that.