Speed Module and Productivity Module
Compact farm of Speed Module and Productivity Module
Znajdź gotowe do importu blueprinty Factorio dla modules, z podglądami, tagami i stringami do skopiowania.
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Compact farm of Speed Module and Productivity Module
Creates 1.25 Modules lvl3 per minute from Copper plates, Iron plates, Oil and Water. Approximate consumption per second: - 42 Copper Plates - 23 Iron Plates - 4 Coal - 93 Oil - 113 Water. A Roboport in the middle. Electricity consumption is 56 MW. For a less expensive version without lvl3 modules check my other bluepri...
**Whats is this?** A huge refinery, controlled by circuit to crack oils to try to maintain a storage of 80k-90k Petroleum Gas, 90k Light Oil, 90k Heavy Oil. * 36x Advanced Oil Refinary * 96x Plastic Chemical Plant * 48x Rocket Fuel Chemical Plant * 40x Battery Chemical Plant * 13x Lubricant Chemical Plant * 12x Sulfuri...
Just my take on some Module Factories. This is my first post. So, please give me some constructive criticism. Thank you! Update v1.1 - Changed combinators to filter inserters and minor beautification improvements.
Very Basic safe automation of Production Modules. It makes sure there only ever exists 1 egg in the system. It will also shut down if short on ingredients to make the next crafting cycle, or if the output chest is getting full. I threw some quality modules in there and 3x of these have been my sole production of qualit...
Includes a few extra things as well.
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...
Level 3 modules from raw ressources Layout 1 without modules/beacons (stage 1): 5 level 3 modules/min Layout 2 with modules/beacons (stage 2): 15 level 3 modules/min Steam guide:
Blueprint book with several blueprints for tileable batteries - Early game battery production - Battery production with beacons/modules
These are modular malls broken down into the following categories: Logistics / Assembly, Ore Handling / Steam Power, Power / Circuitry, Solar, Trains / Oil, Bots, Nuclear, Personal Equipment / Generic, and Military. There are also a couple of extra books including older versions and some utility prints. Note: These pri...
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
### Modules 2 Factory Two blueprints: **Pre-Fulgora** and **Post-Fulgora** versions. Designed for use **on a bus**. Produces **Module 1** and **Module 2** only. Pre-Fulgora version uses assembly machines; Post-Fulgora upgrades throughput once EMPs are unlocked. **Update 19/12/2025:** Fixed buffer chests requests
impoz design of modules (just referencing)
The smallest module factory. 4 input: green, red, blue circuit through belt and alien artifact through request chest. 1 output X module 3 through provider chest
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...
Discord: Quku_Love_Kiss V6.04162026 Normal Quality with Level 3 Mods and Pre Aquillo Machines, Tested in Vanilla SA, Self Booting over Nauvis, Minimal Footprint, Speed 280+ km/s sustained. Based off my Speedrunning Railgun Ship.
Note 13-Jun-2017: The ratios on this build are all wrong. It needs to be 10-5-2, like it is called, but not how it has been implemented! Set the '3', '2' and '1' variables in the constant combinator to the numbers of level 3, level 2 and level 1 productivity modules respectively that you require in your logistics netwo...
TRAIN FED 2-4-2.
Vinnie Falco's blueprint rearranged: - Removal of elements not related to module manufacturing - Correction of the automatic module manufacturing element - Adding a splitter to avoid filtering inserters errors To control the maximum number of modules to make, you just have to change the number in the constant combinato...
Tileable "snake" looking 1-2 items recipe assemblers.
Advanced Circuit factory w/beacons and modules. Expected output = 64.8 per minute
Tileable 7,5 speedmodules per minute. #Can do other modules# Just insert Copper plates Iron plates Plastic
Late Game T3 Modules build. Stackable. Almost consumes full blue belts of curcuits. Needs 100MW without sharing any beacons.
See the title.
Znajdź gotowe do importu blueprinty Factorio dla modules, z podglądami, tagami i stringami do skopiowania.
Compact farm of Speed Module and Productivity Module
Creates 1.25 Modules lvl3 per minute from Copper plates, Iron plates, Oil and Water. Approximate consumption per second: - 42 Copper Plates - 23 Iron Plates - 4 Coal - 93 Oil - 113 Water. A Roboport in the middle. Electricity consumption is 56 MW. For a less expensive version without lvl3 modules check my other bluepri...
**Whats is this?** A huge refinery, controlled by circuit to crack oils to try to maintain a storage of 80k-90k Petroleum Gas, 90k Light Oil, 90k Heavy Oil. * 36x Advanced Oil Refinary * 96x Plastic Chemical Plant * 48x Rocket Fuel Chemical Plant * 40x Battery Chemical Plant * 13x Lubricant Chemical Plant * 12x Sulfuri...
Just my take on some Module Factories. This is my first post. So, please give me some constructive criticism. Thank you! Update v1.1 - Changed combinators to filter inserters and minor beautification improvements.
Very Basic safe automation of Production Modules. It makes sure there only ever exists 1 egg in the system. It will also shut down if short on ingredients to make the next crafting cycle, or if the output chest is getting full. I threw some quality modules in there and 3x of these have been my sole production of qualit...
Includes a few extra things as well.
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...
Level 3 modules from raw ressources Layout 1 without modules/beacons (stage 1): 5 level 3 modules/min Layout 2 with modules/beacons (stage 2): 15 level 3 modules/min Steam guide:
Blueprint book with several blueprints for tileable batteries - Early game battery production - Battery production with beacons/modules
These are modular malls broken down into the following categories: Logistics / Assembly, Ore Handling / Steam Power, Power / Circuitry, Solar, Trains / Oil, Bots, Nuclear, Personal Equipment / Generic, and Military. There are also a couple of extra books including older versions and some utility prints. Note: These pri...
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
### Modules 2 Factory Two blueprints: **Pre-Fulgora** and **Post-Fulgora** versions. Designed for use **on a bus**. Produces **Module 1** and **Module 2** only. Pre-Fulgora version uses assembly machines; Post-Fulgora upgrades throughput once EMPs are unlocked. **Update 19/12/2025:** Fixed buffer chests requests
impoz design of modules (just referencing)
The smallest module factory. 4 input: green, red, blue circuit through belt and alien artifact through request chest. 1 output X module 3 through provider chest
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...
Discord: Quku_Love_Kiss V6.04162026 Normal Quality with Level 3 Mods and Pre Aquillo Machines, Tested in Vanilla SA, Self Booting over Nauvis, Minimal Footprint, Speed 280+ km/s sustained. Based off my Speedrunning Railgun Ship.
Note 13-Jun-2017: The ratios on this build are all wrong. It needs to be 10-5-2, like it is called, but not how it has been implemented! Set the '3', '2' and '1' variables in the constant combinator to the numbers of level 3, level 2 and level 1 productivity modules respectively that you require in your logistics netwo...
TRAIN FED 2-4-2.
Vinnie Falco's blueprint rearranged: - Removal of elements not related to module manufacturing - Correction of the automatic module manufacturing element - Adding a splitter to avoid filtering inserters errors To control the maximum number of modules to make, you just have to change the number in the constant combinato...
Tileable "snake" looking 1-2 items recipe assemblers.
Advanced Circuit factory w/beacons and modules. Expected output = 64.8 per minute
Tileable 7,5 speedmodules per minute. #Can do other modules# Just insert Copper plates Iron plates Plastic
Late Game T3 Modules build. Stackable. Almost consumes full blue belts of curcuits. Needs 100MW without sharing any beacons.
See the title.
Skopiuj string blueprinta, otwórz bibliotekę blueprintów w grze i wybierz import stringa. Po wklejeniu Factorio utworzy blueprint albo książkę blueprintów.
Wybierz blueprint z paska szybkiego dostępu lub biblioteki i ustaw duchy budynków. Roboty zbudują je, jeśli masz materiały i zasięg roboportów.
Porównaj podgląd, tagi, materiały i opis. Sprawdź wersję gry lub mody, jeśli układ wygląda na wyspecjalizowany.