Beacon
Compact Beacon Farm
Encuentra blueprints de Factorio listos para importar para beacons, con vistas previas, etiquetas y strings copiables.
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Compact Beacon Farm
These have become my standard oil processing blueprints, for refineries and cracking plants. They leave enough room to insert beacons, once that becomes desirable.
This book contains a design for belt-fed blue plastic production that outputs 80 plastic per second, or two blue belts. It also includes a blueprint the same design repeated twice side-by-side, with the second column flipped horizontally so that the combined factory is lane-balanced.
Includes Beacon Layouts which uses Bluebelts. - Smelting Area: 4700 Plates / min - Green Circuits: 2400 Circuits / min - Red Circuits: 800 Circuits / min - Blue Circuits: 370 Cirucits / min
This book contains a design for belt-fed blue circuit production that outputs 7.7 circuits per second, or almost one fifth of a blue belt. It also includes a blueprint the same design repeated twice side-by-side, with the second column flipped horizontally so that the combined factory is lane-balanced. Additionally, it...
Beaconed circuits
Hello, I am not an expert in this game but I want to share a design that I made for the processing units. A factory receives 12 effects (8 speed + 4 production) and can be stacked upwards (without using the pipes) and towards the right side. 3 belts to supply the factory (2 for circuits and 1 for advanced circuits) and...
A book containing a plethora of beaconed blocks designed to use tier 3 beacons to reach maximal output of every item type in the extended bob angels mods. Each block has a max output, input, and power usage in the blueprint description and can be pasted together to from minibases. Inputs and outputs default to using bo...
Full Vanilla print. Infinity Chests and modded loaders just for show. Technically you could use each side per 0,75/s independently. v1.1 = Reworked Blue Circuit filtering in the end Repair loaders facing in 1st Blue assembly pair Removed 2,5 (AB3) print, cause... ...not enough Copper Plate income (even via doubleside B...
iron and copper inputs 33.33 ore/second, brick inputs 66.66 stone/second, and steel inputs 166.66 iron/second
Blueprint book with several blueprints for tileable batteries - Early game battery production - Battery production with beacons/modules
### This is a Blueprint Book of a full beaconed Science station. !Basic ##### __It comes as a basic science train station with 3 science labs.__ --- !Fully beaconed ##### __Each lab is supported by 12 beacons (=maximum)__ --- !expansion pack ##### __This is the expansion pack__ --- !expand leftwards ##### __Its easy to...
Factorio 2.0 Nauvis Beaconed Science 30/s
5 part All-science build using mostly 8 beacons, designed to be easy to use and reasonable cheap. Which produces and consumes 462 science per minute (spm). Inputs and outputs are marked with constant combinators. Inputs combinators have their resource marked in items per second, across all belts. E.g. in the red-green-...
A blueprint book of 12 beacon layouts which produce a full blue belt output. The green circuit layout inputs copper and iron, but the red circuit layout inputs copper wire. I've been thinking about changing it to make wire onsite but idk, it's easy enough to set up a quick 12 beacon wire maker lol
I've been working on some subfactory designs for a supercompact factory project in progress - I wanted some subcomponent blueprints that were as small as possible in a beaconed design format, while being well-behaved, high-throughput and tileable. These are the smallest designs I've been able to come up with for 5-tile...
Edit: I made a better one here: Original: Side load/half belt input: it doesn't matter which side items are loaded, it will be automatically adjusted. Just make sure things are going in. It may take some time to become stable, but eventually everything will be working properly. 504spm in theory Factorio Forum @Eul_S
All in 1 Assembler Book - Contains 12 Beacon / 8 Beacon Blueprints - Super Compact Designs - Up to 6 inputs of full belt and 12 inputs of half belts
you got oil, plastic, batteries, liquid coal, solid fuel an explosive cliff BP.
About as compact as it gets. Stackable (12 furnace sections per blue belt) and tileable (as many as you need).
The blueprint book contains one blueprint per science which produces 450 science flasks per minute (equal to half a yellow belt). They expect to be fed by a main bus (or connected to some other supply of "usual" materials: iron and copper plates, steel, coal, sulfur, batteries, rocket fuel, bricks, stone and green, red...
I wanted to make a lab setup that would be both compact and 12 beaconed, and the closest I found existing so far though was one that only worked for three belts. The next constraint I wanted was for it to be tile-able and use medium power poles to power everything, though I have included a blueprint that uses a substat...
This is blueprint for people who want to build their megabase quickly. This monstrosity produce 6.8 beacons/s, 2 speed mod/s, 1 productivity mod/s and 0.3 efficiency mod/s (for this one I wouldn't mind if you take it off) from raw ressources. It consumes 2.2k iron/s, 2.8k copper/s, 446 coal/s, 16.5k crude oil/s and 1.1...
10-tall production cell for plastic bars. Inputs: - 1 belt of coal - 1 pipe of Petroleum Gas Outputs: - Plastic Bars I use 2 of these to saturate a blue belt of plastic bars, but I have no idea how many you actually need because I don't care.
Encuentra blueprints de Factorio listos para importar para beacons, con vistas previas, etiquetas y strings copiables.
Compact Beacon Farm
These have become my standard oil processing blueprints, for refineries and cracking plants. They leave enough room to insert beacons, once that becomes desirable.
This book contains a design for belt-fed blue plastic production that outputs 80 plastic per second, or two blue belts. It also includes a blueprint the same design repeated twice side-by-side, with the second column flipped horizontally so that the combined factory is lane-balanced.
Includes Beacon Layouts which uses Bluebelts. - Smelting Area: 4700 Plates / min - Green Circuits: 2400 Circuits / min - Red Circuits: 800 Circuits / min - Blue Circuits: 370 Cirucits / min
This book contains a design for belt-fed blue circuit production that outputs 7.7 circuits per second, or almost one fifth of a blue belt. It also includes a blueprint the same design repeated twice side-by-side, with the second column flipped horizontally so that the combined factory is lane-balanced. Additionally, it...
Beaconed circuits
Hello, I am not an expert in this game but I want to share a design that I made for the processing units. A factory receives 12 effects (8 speed + 4 production) and can be stacked upwards (without using the pipes) and towards the right side. 3 belts to supply the factory (2 for circuits and 1 for advanced circuits) and...
A book containing a plethora of beaconed blocks designed to use tier 3 beacons to reach maximal output of every item type in the extended bob angels mods. Each block has a max output, input, and power usage in the blueprint description and can be pasted together to from minibases. Inputs and outputs default to using bo...
Full Vanilla print. Infinity Chests and modded loaders just for show. Technically you could use each side per 0,75/s independently. v1.1 = Reworked Blue Circuit filtering in the end Repair loaders facing in 1st Blue assembly pair Removed 2,5 (AB3) print, cause... ...not enough Copper Plate income (even via doubleside B...
iron and copper inputs 33.33 ore/second, brick inputs 66.66 stone/second, and steel inputs 166.66 iron/second
Blueprint book with several blueprints for tileable batteries - Early game battery production - Battery production with beacons/modules
### This is a Blueprint Book of a full beaconed Science station. !Basic ##### __It comes as a basic science train station with 3 science labs.__ --- !Fully beaconed ##### __Each lab is supported by 12 beacons (=maximum)__ --- !expansion pack ##### __This is the expansion pack__ --- !expand leftwards ##### __Its easy to...
Factorio 2.0 Nauvis Beaconed Science 30/s
5 part All-science build using mostly 8 beacons, designed to be easy to use and reasonable cheap. Which produces and consumes 462 science per minute (spm). Inputs and outputs are marked with constant combinators. Inputs combinators have their resource marked in items per second, across all belts. E.g. in the red-green-...
A blueprint book of 12 beacon layouts which produce a full blue belt output. The green circuit layout inputs copper and iron, but the red circuit layout inputs copper wire. I've been thinking about changing it to make wire onsite but idk, it's easy enough to set up a quick 12 beacon wire maker lol
I've been working on some subfactory designs for a supercompact factory project in progress - I wanted some subcomponent blueprints that were as small as possible in a beaconed design format, while being well-behaved, high-throughput and tileable. These are the smallest designs I've been able to come up with for 5-tile...
Edit: I made a better one here: Original: Side load/half belt input: it doesn't matter which side items are loaded, it will be automatically adjusted. Just make sure things are going in. It may take some time to become stable, but eventually everything will be working properly. 504spm in theory Factorio Forum @Eul_S
All in 1 Assembler Book - Contains 12 Beacon / 8 Beacon Blueprints - Super Compact Designs - Up to 6 inputs of full belt and 12 inputs of half belts
you got oil, plastic, batteries, liquid coal, solid fuel an explosive cliff BP.
About as compact as it gets. Stackable (12 furnace sections per blue belt) and tileable (as many as you need).
The blueprint book contains one blueprint per science which produces 450 science flasks per minute (equal to half a yellow belt). They expect to be fed by a main bus (or connected to some other supply of "usual" materials: iron and copper plates, steel, coal, sulfur, batteries, rocket fuel, bricks, stone and green, red...
I wanted to make a lab setup that would be both compact and 12 beaconed, and the closest I found existing so far though was one that only worked for three belts. The next constraint I wanted was for it to be tile-able and use medium power poles to power everything, though I have included a blueprint that uses a substat...
This is blueprint for people who want to build their megabase quickly. This monstrosity produce 6.8 beacons/s, 2 speed mod/s, 1 productivity mod/s and 0.3 efficiency mod/s (for this one I wouldn't mind if you take it off) from raw ressources. It consumes 2.2k iron/s, 2.8k copper/s, 446 coal/s, 16.5k crude oil/s and 1.1...
10-tall production cell for plastic bars. Inputs: - 1 belt of coal - 1 pipe of Petroleum Gas Outputs: - Plastic Bars I use 2 of these to saturate a blue belt of plastic bars, but I have no idea how many you actually need because I don't care.
Copia el string del blueprint, abre la biblioteca de blueprints en el juego y usa la opción de importar string. Factorio creará el blueprint o el libro de blueprints al pegarlo.
Selecciona el blueprint desde la barra rápida o la biblioteca y coloca los fantasmas de construcción. Los robots los construirán si tienes materiales y cobertura de roboports.
Compara la vista previa, las etiquetas, los materiales y la descripción. Revisa versión y mods si el diseño parece muy específico.