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UNTRA 2.0 tileable megabase parameterized blueprint
# UNTRA 2.0 tileable megabase parameterized blueprint v0.2 - 12/11/2024 --- # Outdated please use v0.3 instead: This is a tileable parameterized megabase blueprint for use in Factorio 2.0. It is purpose built to be small and efficient, with 1 chunk borders and 2x2 block interiors. It accepts a primary supply of up to five inputs and configures trains to run in defined groups. I am currently building and testing this in a playthrough with the intent to use in Factorio 2.0 and space age, and eventually with Recursive Blueprints to demonstrate the complete solution. It has a lot of features not everyone needs and is intentionally built to be Too Much; I am working on an accompanying blueprint book with supply/demand stations and helpful starting blocks to bootstrap Nauvis megabase. Ideally this can also setup nicely on Gleba. ## Features **Please modify this blueprint to suit your needs. HMU for support @untra I am your friend** * 96x96 blueprint with a 64x64 city block interior, ripe for the decorating. * power poles with dedicated red/green circuit network. * lights attached to power circuit network read from color-components; use this to totally control the mood lighting of the factory. * additional lights connect to rail signals on the block, highlighting passing trains. * supply station lights are red when limit = 0, and blue when limit 1 . * Ideally each block has one supply station, but may have multiple for additional output supply stations like spoilage. * demand station lights are green when a train is parked, and yellow when empty. Ideally each block has N stations for each ingredient, but entire blueprint pieces aren't conditional * blueprint sides have roboports requesting 10 construction/1 logistic robots, with XPRT trains supplying logistic requested resources. * [0.2] roboport placement better supports greater expansion * [0.2] input demand station 3 and the T train both use the 50K fluid tanks. Fluid trains are also 1-1 supported. * [0.2] energy input can be derived entirely from powerswitch control from the R/S latch in the top left corner. * [0.2] adjusted rail placement ensures no blocking of path from interior stations. * rail system uses RHD 1-1 trains with supply/demand stations set to train limit 2. Trains run supply/demand in parameterized groups, with interrupts to refuel when low fuel and depot when no path. starts with 50 coal. * for use on gleba; replace with 1-1-2 train-cargo-trains and rocket fuel, and fight the spoilage with speedy delivery * for use on fulgora and vulcanus; replace with double headed trains and interface with challenging outpost terrain. * walls surround the block sides protecting the majority of the interior. can be removed if not desired. * rail system interchange has dedicated left-hand turn around edges that can be linked together. * hazard, bricks and concrete identify different areas safe for building around the block. * interchange sides have laser defenses and walls that can be optionally removed * spacing for elevated rails around the interchanges, marked with bricks. ideally set up elevated express routes for spoilage or primary resource trains. * every city block has guaranteed access to fresh water and oil. Two fluid networks are spaced with pumps in either direction and spaced intentionally, so you can connect oil to the megabase fluid network and it arrives where it's needed. * parameterized with a supply station and up to five demand stations, each with two trains. This is extra wasteful but good to show the system in full effect. ## Related Blueprints * Book of supply / demand rail stations * RGB color components strobe circuit: * Chunk aligned fluid dedicated rail intersection ## [X][P][R][T] Replication Stations Each rail in the blueprint has a set of [X][P][R][T] stations. These stations are for use with the Recursive Blueprints+ mod, and are currently under development with accompanying blocks that supply them. you can remove them if you don't want to use them. Each XPRT station supports a train with a cargo wagon holding a blueprint that gets extracted and stamped as soon as the train arrives. this puts demand on the logistic network, which makes a bulk inserter extract cargo as demanded, while a long inserter adds construction bots to the immediete network. This creates a self replicating factory that expands with factory demand: The X station expands the megabase logistics networks wide while the P stations grows the megabase surrounds tall. The T station ensures the block and it's surroundings have the basics and megabase while the R stations fill in the block and T stations identify resources for extraction. #### [X] - eXtermination * [X] Replication Blueprint * the X station from the north side of the city block serves a 2-1-1 train-cargo-artillery, whose blueprint expands the electric, logistic and rail networks across a vast 10 chunk area, expanding the megabase wide. The artillery train will take out and aggro surrounding enemies, and deploy walls and lasers for the surrounding area. Each X train expansion enables up to 8 more X stations and 5 P stations. corners are circles. #### [P] - exPansion * [P] Replication Blueprint: * The P station from the south serves a 2-1 train-cargo. It's blueprint fills in 4 surrounding blocks with additional rail, electric, and fluid network systems across a 7 chunk area, expanding the megabase capabilities and preparing for use within the greater network. adds the left hand turns. #### [R] -eRection * The R station to the west of the city block deploys a blueprint with the structure for the block interior. These trains run conditional on megabase supplies; R trains wont dispatch until it's confirmed energy, fluids and resource ores are above satisfactory levels. This prevents over-expansion when stretched too thin. #### [T] exTraction * The T station to the east of the city block deploys critical mining, resource extraction or energy generation block interior blueprints. Trains supplying T blueprints get first priority. This ensures megabase supplies are prioritized before megabase expansion.