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UA Compact Mall v0.7
Most space-efficient mall industrial hellscape in Factorio. Every Vanilla item * and then some built in only 4 chunks. Provided in separate blueprints so you can customize it for your game. Based on the low-volume Universal Assembler (UA) blueprint. Max density (14 tiles per assembler) low cost ( ) and modular customization. !maximum density ### Table of Contents - Installation Instructions - Advanced Customization - Production Statistics - Changelog ### Installation Instructions Each mall blueprint plugs into the *UA power & signal bus*. Place the bus and a single controller block, then place modules overtop and all signals will be connected. UA production is controlled with two signals: - is an external input requesting production. Each module connects a constant combinator requesting raw materials and intermediate products to be produced and fed into the system. You can also add your own requests, either from manually-set constant combinators or more advanced circuits such as construction train stations. - is an internal indicator of unmet demand. It's the requested production minus logistics system inventory. Here is an illustration of what that looks like. For basic usage, feed raw materials and high-volume intermediates ( ) from your main bus into passive provider on the edges of the mall. Low-volume intermediates ( ) may be produced by the bootstrap blueprints at first, but should be moved to belted beacon-factories when demand rises. ### Advanced Customization There are two optional complications you can add: material feedlines and intermediates production. - Feedlines reduce bot travel distances by belting materials to the center of the UA. This lowers electricity and logistic network load. - Belt-fed production of intermediate products can be done within the UA grid. This lowers travel distances and simplifies feeding mall. A simple intermediate blueprint is the gear and pipe module. At peak production it consumes two blue belts of iron plate. !gear and pipe module Building feedlines is straightforward, just snake belts through the 2x3 access ports and stack-insert into buffer chests. You can feed high-volume raw materials directly, or use the smart loader blueprint that only pushes in-demand products. !feedline example Pipes are harder to route: consider the battery module and explosives modules in the following image. !pipes feeding a battery construction module Optimizing the layout for intermediates depends on which blueprints you've built, which you've duplicated, and how they're all laid out. Many of them do not fit into the UA power and signal grid without manual edits, and potentially some manual wiring. That said, effective use of feedlines brings the UA mall inline with belted ones at a *fraction* of the space, and with minimum logistic robot and power requirements. ### Production Statistics The blueprints and chest logistics requests were computer-generated to demand 6 seconds worth of production at a time in order to minimize unused buffer. Assuming inputs are saturated, the following table shows *peak* production values and material demands per blueprint in this book. As you can see the main bottleneck is mostly intermediate product input, not assembler speed. | Size | Blueprint | Peak Burst Production per Minute | Peak Burst Consumption per Minute | |----|:----:|:-----------|:----------| | 24x | Extraction & Manufacturing | 15 9 23 15 180 90 9 10 45 90 9 12 90 90 90 90 90 90 90 90 90 3 6 | 1800 3897 1350 90 3312 1124 180 90 334 1129 1125 180 30 360 180 3045 | | 24x | Power & Logistic Grid | 90 90 90 90 90 90 90 90 90 23 90 23 90 3 180 180 90 90 90 90 90 9 90 90 | 270 1485 3472 2658 5 1755 1170 180 450 3 855 1305 | | 12x | Belts (Lubricant needed) | 360 180 45 5 90 90 45 45 23 23 | 23 23 225 459 90 45 45 4568 5130 585 5 855 | | 12x | Rail | 180 90 90 90 12 23 45 30 5 45 180 90 | 272 90 755 743 30 2150 90 248 2880 | | 4x | Power: Solar | 9 9 | 45 45 18 135 45 | | 4x | Power: Steam | 90 90 90 90 | 450 180 900 90 810 900 | | 8x | Power & Defense: Uranium Usage | 15 45 6 15 1 5 4 4 | 12 5963 2813 3413 5 4 18 27 450 2813 4 750 9 | | 8x | Defense: Walls & Turrets | 90 90 6 36 5 5 | 57 270 54 450 90 45 414 18 124 23 113 | | 12x | Defense: Artillery | 2 19 10 34 90 | 233 398 885 90 300 68 99 1200 37 68 140 | | 12x | Equipment: Modules | 5 5 5 5 5 5 5 5 2 5 5 3 | 23 45 95 225 45 1607 12 432 23 135 9 9 180 | | 12x | Equipment: Consumables | 15 6 6 6 45 15 6 6 6 3 3 6 | 17 10 12 34 72 6 12 6 15 134 113 12 3 40 45 250 | | 12x | Equipment: Weapons, Vehicles | 5 5 5 5 23 9 6 6 180 6 90 90 | 23 6 203 90 68 1125 45 468 450 90 180 6 74 518 | | 12x | Rare: Low-Tech & Handcrafting | 15 6 3 3 9 5 5 90 180 90 90 90 | 45 45 90 90 113 653 612 563 180 113 1523 | | 36x | Bootstrap: Speed & Productivity Modules | 30 8 2 6 30 8 2 | 420 330 30 90 8 30 8 | | 12x | Intermediates: Flying Robot Frames | 14 14 14 | 68 27 27 27 14 203 14 14 | ### Changelog - v0.6 - Add a control panel requesting one of every item, clarify that intermediate and feedline blueprints are optional complications, add some example blueprints of increasing complexity (thanks to kokkelimonke for suggestions) - v0.5 - More intermediates (batteries, explosives) and a UA feedline example - v0.4 - Add module for gears, pipes, and iron plates. - v0.3 - Include key UA v0.3 blueprints. Adjust modular blueprints closer to 12-assembler UA tile. - v0.2 - Merge some blueprints, re-organize others. Add perfect-ratio module bootstrap blueprint. Remove confusing intermediate product blueprint. - v0.1 - Greatly simplify layout and increase density from 15 to 14 tiles per assembler. - v0.0 - Initial pretty but over-complicated layout. !historical overview image ### Notes [*]: The mall doesn't include the following items: - Very slow to produce goods that you want to do with beacons and large numbers of assemblers. That means no rocket components or fuel. Modules are provided as a means to bootstrap proper beaconed assemblers, and can be deconstructed afterwards. - For now, chemical plant goods and intermediate products in constant production, like circuits or gears. This will eventually be moved in. - Very expensive items that belong in special-purpose factories. That means the satellite and rocket silo, though they're trivial to add if you want 'em. (*Tip: you can shift-right-click on an assembly machine, then shift-left-click on a requester chest to set it to feed that assembly machine.*)