Vanilla early logistics w/ red/green science
Vanilla early logistics w/ red/green science
Use this page when red science needs compact automation science pack layouts and import-ready starter production.
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Vanilla early logistics w/ red/green science
Rail Block System that allows to scale from green science to mega base with the same pattern Lategame Blueprints available here: As the midgame blueprints don't contain trains: The idea is to have 1 train for each input station and another train for each output station. Each going from Output until full to Input until empty. Does include defense and nuclear Blueprints. Base pattern based on Modules mostly based Nilaus Masterclass builds
This is my standard "Starter Factory". It's where I get initial materials to build most other things. I've added most of the missing things. See other blueprints for more. I'm in the process of doing what I think will be a good final update soon. I started with a design for Flood Defense, and modified it to meet my starting needs. Put in Copper and Green circuits on a belt and something to burn and iron ore in the other end and you get most things you need to build out the rest of your factory.
Factorio 0.18 Science Pack production 1.5 / sec * Automation Science * Logistics Science * Military Science * Chemical Science * Utility Science * Production Science * Science Labs (early and late game) Video tutorial:
It's a base, its a book, NO IT'S A BASE IN A BOOK!!! Now updated for 0.17 new recipes etc. Unlike my previous base in a book, this design focuses more heavily on science. PT 1 - Starter Base - Red and Green Science using only parts that can be unlocked using red science. Outputs 1 belt of yellow belts and 1 belt of yellow inserters. Has a large smelting array and the mainbelt is fed raw ore unlike the previous edition. uses a 4-2-4 mainbelt, 4 iron 2 coal 4 copper. the upper belts are iron, the lower are copper, the upper belt of the coal line can be any burnable fuel, wood, coal solid fuel, rocket fuel, or atomic fuel. the lower belt must be coal only as later stages use it to make plastic and grenades. PT 2 - Adds petroleum processing and construction robot production. Base is not entirely covered by roboports, so some gaps need to be manually built still/
Cobai's Starter Base: (Version 2.0 BIG update below (17/08/2023) This base is designed around getting to bots as quickly and as safely as possible. The design is as compact as possible and is a rework of another base I found here a while back but split into several stages with some modifications to make it more reliable. All inputs are raw ore - Iron/Copper/Stone/Coal with Oil and Water also required. (Look for the combinators at the edge of the map to see entry points). I've added a VERY basic hand-fed early game to get science up and running with power and then the base expands rapidly into full red/green production, but this is then included and expanded upon within the main base blueprints, so things like labs don't need to be moved. All connections are labelled around the edge of the base and the entire base is surrounded by a wall for easy alignment. Please note - the blueprints must now be built in order as each stage only contains the needed entities for each seperate build. If you have early bots via a mod or nanobots this base goes up incredibly well as you craft items, otherwise if building by hand focus on getting ore and smelters running and then build production chains. ETA to bots from start on most maps is around 2 - 2.5 hours and then you can extend and build whatever you like. ** Version 2.0 ** Date 17/08/2023 - Game Version 1.1.89 Massive update to the Blueprint with all features I wanted to add in, complete. This base now goes beyond just bots and can be used to launch a rocket. It's not the fastest by any means, but it was never planned to be. I've kept this design true to the original idea, if you only want to get to bots, don't build past the bot bluepint otherwise continue following them. Every 'module' is supported by it's own raw input production chain - just hook up Iron/Copper Ore and watch it come to life! Mall Added Purple Science Added Yellow Science Added Launch Added! Screenshot attached shows as follows: Bottom Right - Start Base To Bots Bottom Left - MALL Mid Right - Purple Science Mid Left Around To Top Right - Yellow Science & Rocket ** Version 1.0 ** Uploaded - Creation date 18/05/2023 - Game Version 1.1.81
Based on Nilaus's jumpstart base with some edits: 1. updated recipe and belt routing for medium and big power pole 2. added grey science 3. added red belts. exhaust your starter base! 4. added 2 gear assemblers 5. added 6 steel smelters 6. edited science lab area (now has 2 belt rows instead of 1) 7. do remember to upgrade assembler 1 to 2 8. while the blueprint uses wooden chest, it's really recommended to use steel chest as early as possible. 9. please add lights if necessary version 2.0.15
A compact base containing all sciences for 0.17
80x83 tiles, capable of 30 science per minute. Kovarex processing requires a jumpstart, and the factory does take a few rocket cycles to get up to max speed. Theoretically, the factory produces enough power to also power the miners and pumpjacks if they have efficiency modules. (Edited to add lights).
Отличный City Block 100x100
This blueprint book has blueprints for all of the different kinds of science. Each blueprint accepts raw materials from the following list: Iron, Copper, Steel, Coal, Stone Brick, Plastic, Sulfur, Lubricant, and Sulfuric Acid. The design for blue science is the same between 0.17 and 1.0 because all you need to do is change the input and the blueprint remains exactly the same. Each factory makes its own circuits, advanced circuits, gears, pipes and everything else. All builds use blue assemblers so you can build utility science before production science if you want to. And all are designed to produce 1.5 science per second (i.e. 90 science/min) if all the input lines are full. If you upgrade every assembler to assembler 3s you might have to add one more chemical plant for batteries, but otherwise everything should work smoothly to produce 2.5 science per second (i.e. 150 science/min). This was created for 0.17, but it works fine on 1.0 (I've tested it).
My personal setup guide helping me to learn the game
This BPB is my 9696213 try to get along with at least one "good" book to build from 0 to the rockets. Trains Trains Trains! It's still heavily a WIP - be warned ;)
this is not my modbook but i needed a quick way to share this, this is from nialus lightly modified to fix a few of the blueprints i had
Eveything that I use for a vanilla game.
its my blueprints, but also not mine
Decided to build out DoshDoshington's base idea with a funny train stop setup, and expand it by limiting the builds to 30x30 grid size per resource. There's some exceptions to the rule, namely ore refining. If you don't allow that exception, it is kinda boring, because you end up with almost no spm.
This blueprints need me, but u can use it
Compact Science pack - 45/s, 2700/minute, by Golem. Full mine optimization. Trains are little clunky, but it works! Not mine bluprints used: by ranzolger, Blue Balancers Addendum
All Science Packs Base 315/min Inputs: Iron Plate 21k/min Steel 3.4k/min Copper Plate 42k/min Stone 1.1k/min Stone Brick 1.9k/min Coal 5.4k/min Water 132k/min Crude Oil 124k/min
A mall that builds most things, made by TeKilA
Science blueprints. Long blueprints
Contains bluebripnts for automatin, logistic and chemical science to be automated at 60 SPM. -Willamyte
Blueprint I used in my "lazy bastard" and "there is no spoon" guide. Include smelting, science, oil processing, LDS, RCU, circuits.
Use this page when red science needs compact automation science pack layouts and import-ready starter production.
Vanilla early logistics w/ red/green science
Rail Block System that allows to scale from green science to mega base with the same pattern Lategame Blueprints available here: As the midgame blueprints don't contain trains: The idea is to have 1 train for each input station and another train for each output station. Each going from Output until full to Input until empty. Does include defense and nuclear Blueprints. Base pattern based on Modules mostly based Nilaus Masterclass builds
This is my standard "Starter Factory". It's where I get initial materials to build most other things. I've added most of the missing things. See other blueprints for more. I'm in the process of doing what I think will be a good final update soon. I started with a design for Flood Defense, and modified it to meet my starting needs. Put in Copper and Green circuits on a belt and something to burn and iron ore in the other end and you get most things you need to build out the rest of your factory.
Factorio 0.18 Science Pack production 1.5 / sec * Automation Science * Logistics Science * Military Science * Chemical Science * Utility Science * Production Science * Science Labs (early and late game) Video tutorial:
It's a base, its a book, NO IT'S A BASE IN A BOOK!!! Now updated for 0.17 new recipes etc. Unlike my previous base in a book, this design focuses more heavily on science. PT 1 - Starter Base - Red and Green Science using only parts that can be unlocked using red science. Outputs 1 belt of yellow belts and 1 belt of yellow inserters. Has a large smelting array and the mainbelt is fed raw ore unlike the previous edition. uses a 4-2-4 mainbelt, 4 iron 2 coal 4 copper. the upper belts are iron, the lower are copper, the upper belt of the coal line can be any burnable fuel, wood, coal solid fuel, rocket fuel, or atomic fuel. the lower belt must be coal only as later stages use it to make plastic and grenades. PT 2 - Adds petroleum processing and construction robot production. Base is not entirely covered by roboports, so some gaps need to be manually built still/
Cobai's Starter Base: (Version 2.0 BIG update below (17/08/2023) This base is designed around getting to bots as quickly and as safely as possible. The design is as compact as possible and is a rework of another base I found here a while back but split into several stages with some modifications to make it more reliable. All inputs are raw ore - Iron/Copper/Stone/Coal with Oil and Water also required. (Look for the combinators at the edge of the map to see entry points). I've added a VERY basic hand-fed early game to get science up and running with power and then the base expands rapidly into full red/green production, but this is then included and expanded upon within the main base blueprints, so things like labs don't need to be moved. All connections are labelled around the edge of the base and the entire base is surrounded by a wall for easy alignment. Please note - the blueprints must now be built in order as each stage only contains the needed entities for each seperate build. If you have early bots via a mod or nanobots this base goes up incredibly well as you craft items, otherwise if building by hand focus on getting ore and smelters running and then build production chains. ETA to bots from start on most maps is around 2 - 2.5 hours and then you can extend and build whatever you like. ** Version 2.0 ** Date 17/08/2023 - Game Version 1.1.89 Massive update to the Blueprint with all features I wanted to add in, complete. This base now goes beyond just bots and can be used to launch a rocket. It's not the fastest by any means, but it was never planned to be. I've kept this design true to the original idea, if you only want to get to bots, don't build past the bot bluepint otherwise continue following them. Every 'module' is supported by it's own raw input production chain - just hook up Iron/Copper Ore and watch it come to life! Mall Added Purple Science Added Yellow Science Added Launch Added! Screenshot attached shows as follows: Bottom Right - Start Base To Bots Bottom Left - MALL Mid Right - Purple Science Mid Left Around To Top Right - Yellow Science & Rocket ** Version 1.0 ** Uploaded - Creation date 18/05/2023 - Game Version 1.1.81
Based on Nilaus's jumpstart base with some edits: 1. updated recipe and belt routing for medium and big power pole 2. added grey science 3. added red belts. exhaust your starter base! 4. added 2 gear assemblers 5. added 6 steel smelters 6. edited science lab area (now has 2 belt rows instead of 1) 7. do remember to upgrade assembler 1 to 2 8. while the blueprint uses wooden chest, it's really recommended to use steel chest as early as possible. 9. please add lights if necessary version 2.0.15
A compact base containing all sciences for 0.17
80x83 tiles, capable of 30 science per minute. Kovarex processing requires a jumpstart, and the factory does take a few rocket cycles to get up to max speed. Theoretically, the factory produces enough power to also power the miners and pumpjacks if they have efficiency modules. (Edited to add lights).
Отличный City Block 100x100
This blueprint book has blueprints for all of the different kinds of science. Each blueprint accepts raw materials from the following list: Iron, Copper, Steel, Coal, Stone Brick, Plastic, Sulfur, Lubricant, and Sulfuric Acid. The design for blue science is the same between 0.17 and 1.0 because all you need to do is change the input and the blueprint remains exactly the same. Each factory makes its own circuits, advanced circuits, gears, pipes and everything else. All builds use blue assemblers so you can build utility science before production science if you want to. And all are designed to produce 1.5 science per second (i.e. 90 science/min) if all the input lines are full. If you upgrade every assembler to assembler 3s you might have to add one more chemical plant for batteries, but otherwise everything should work smoothly to produce 2.5 science per second (i.e. 150 science/min). This was created for 0.17, but it works fine on 1.0 (I've tested it).
My personal setup guide helping me to learn the game
This BPB is my 9696213 try to get along with at least one "good" book to build from 0 to the rockets. Trains Trains Trains! It's still heavily a WIP - be warned ;)
this is not my modbook but i needed a quick way to share this, this is from nialus lightly modified to fix a few of the blueprints i had
Eveything that I use for a vanilla game.
its my blueprints, but also not mine
Decided to build out DoshDoshington's base idea with a funny train stop setup, and expand it by limiting the builds to 30x30 grid size per resource. There's some exceptions to the rule, namely ore refining. If you don't allow that exception, it is kinda boring, because you end up with almost no spm.
This blueprints need me, but u can use it
Compact Science pack - 45/s, 2700/minute, by Golem. Full mine optimization. Trains are little clunky, but it works! Not mine bluprints used: by ranzolger, Blue Balancers Addendum
All Science Packs Base 315/min Inputs: Iron Plate 21k/min Steel 3.4k/min Copper Plate 42k/min Stone 1.1k/min Stone Brick 1.9k/min Coal 5.4k/min Water 132k/min Crude Oil 124k/min
A mall that builds most things, made by TeKilA
Science blueprints. Long blueprints
Contains bluebripnts for automatin, logistic and chemical science to be automated at 60 SPM. -Willamyte
Blueprint I used in my "lazy bastard" and "there is no spoon" guide. Include smelting, science, oil processing, LDS, RCU, circuits.