FB Factorio Blueprints

Processing Unit Circuit Blueprints

Browse blue circuit layouts for high-tier modules, rocket parts, and late-game production pressure.

Blueprints

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Rail Blocks (midgame) v3 preview

Rail Blocks (midgame) v3

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

Advanced Circuit155.5k/hArithmetic Combinator19.8k/hArtillery Shell1.1k/h
Build Arithmetic Combinator573Build Assembling Machine 136Build Assembling Machine 2983
The Mall (Starter Factory) (UPDATED) preview

The Mall (Starter Factory) (UPDATED)

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.

Accumulator270/hAdvanced Circuit750/hAssembling Machine 13.6k/h
Build Accumulator37Build Assembling Machine 16Build Assembling Machine 266
All Science Packs Base 315/min preview

All Science Packs Base 315/min

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

Accumulator5.4k/hAdvanced Circuit225.0k/hAutomation Science Pack22.6k/h
Build Assembling Machine 3984Build Beacon169Build Chemical Plant291
[Starter Base] preview

[Starter Base]

A compact base containing all sciences for 0.17

Accumulator5.4k/hAdvanced Circuit60.5k/hArithmetic Combinator9.0k/h
Build Arithmetic Combinator25Build Artillery Wagon4Build Assembling Machine 26
Cobai's Starter Base preview

Cobai's Starter Base

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

Advanced Circuit18.4k/hAssembling Machine 114.4k/hAssembling Machine 25.4k/h
Build Assembling Machine 196Build Assembling Machine 2302Build Assembling Machine 31
nialus's base in a box book preview

nialus's base in a box book

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

Advanced Circuit10.8k/hArithmetic Combinator5.4k/hAssembling Machine 110.8k/h
Build Accumulator5.7kBuild Arithmetic Combinator34Build Assembling Machine 11
My own guide for startup preview

My own guide for startup

My personal setup guide helping me to learn the game

Accumulator3.6k/hAdvanced Circuit202.7k/hArithmetic Combinator5.4k/h
Build Accumulator2.1kBuild Artillery Turret18Build Assembling Machine 1158
Lumpis BPB - 0 to rockets preview

Lumpis BPB - 0 to rockets

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 ;)

Accumulator28.8k/hAdvanced Circuit36.0k/hAutomation Science Pack43.2k/h
Build Accumulator9Build Arithmetic Combinator9Build Assembling Machine 2185
1.0 science book preview

1.0 science book

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).

Advanced Circuit33.8k/hAutomation Science Pack5.4k/hBattery5.4k/h
Build Assembling Machine 2402Build Big Electric Pole4Build Chemical Plant6
Compact Science pack - 45/s, 2700/minute. preview

Compact Science pack - 45/s, 2700/minute.

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

Accumulator8.1k/hAdvanced Circuit117.2k/hAutomation Science Pack15.1k/h
Build Arithmetic Combinator6Build Assembling Machine 31.5kBuild Beacon9.8k
Science Factories (90/minute) preview

Science Factories (90/minute)

Includes factories for each science type that take basic resources and produce 90 science per minute.

Advanced Circuit48.9k/hBattery2.7k/hCopper Cable1227.6k/h
Build Assembling Machine 2254Build Assembling Machine 3146Build Chemical Plant3
ABA Vanilla Book preview

ABA Vanilla Book

Eveything that I use for a vanilla game.

Accumulator540/hAdvanced Circuit22.0k/hArithmetic Combinator27.0k/h
Build Accumulator6Build Arithmetic Combinator2Build Assembling Machine 1519
Книга Nilaus preview

Книга Nilaus

Отличный City Block 100x100

Accumulator2.7k/hAdvanced Circuit64.8k/hArithmetic Combinator5.4k/h
Build Arithmetic Combinator12Build Assembling Machine 21.1kBuild Beacon122
IGL Lego Base preview

IGL Lego Base

In the search for a 100% snapable base, we will stop at nothing.

Accumulator1.4k/hAdvanced Circuit11.7k/hArithmetic Combinator34.2k/h
Build Accumulator1.1kBuild Arithmetic Combinator194Build Artillery Turret4
Project 30x30 preview

Project 30x30

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.

Accumulator1.9k/hAdvanced Circuit75.6k/hArithmetic Combinator37.8k/h
Build Accumulator72Build Arithmetic Combinator189Build Assembling Machine 113
1kSPM Single Depot - Full Book preview

1kSPM Single Depot - Full Book

The entire Blueprint Book to print: - 1kSPM Quadrant, in steps - Patches to address minor build corrections - The center piece (rocket silos) Includes are control switches: - Green signal allows rocket part ingredients to flow from the quadrants to the rocket silos and the science packs to flow back into the laboratories - In the center are constant combinators that send a combined "I" signal: at '2', the rockets launch at 1 per minute at '4', the rockets launch at 1 per 2 minutes at '8', the rockets launch at 1 per 4 minutes With both signals, one can reduce consumption and production to allow shutdown of one or more quadrants and still allow the "open" quadrants to produce at full capacity.

Accumulator3.6k/hAdvanced Circuit40.3k/hAutomation Science Pack6.0k/h
Build Arithmetic Combinator31Build Assembling Machine 3844Build Beacon1.9k
MyFactorio preview

MyFactorio

its my blueprints, but also not mine

Advanced Circuit126.3k/hArithmetic Combinator5.4k/hAssembling Machine 110.8k/h
Build Assembling Machine 176Build Assembling Machine 2279Build Assembling Machine 3481
Blueprint I used in my achievement guide preview

Blueprint I used in my achievement guide

Blueprint I used in my "lazy bastard" and "there is no spoon" guide. Include smelting, science, oil processing, LDS, RCU, circuits.

Advanced Circuit13.5k/hAssembling Machine 13.6k/hAssembling Machine 23.6k/h
Build Assembling Machine 164Build Assembling Machine 2229Build Chemical Plant17
Science from raw materials preview

Science from raw materials

Blueprints for each science production, to produce 1/s of each type. Input materials are "raw" Red & Green: Iron ore and Copper ore Blue: Iron Ore, Copper Ore and Plastic bars Black: Iron Ore, Copper Ore and Coal Purple: Iron Ore, Copper Ore, Plastic Bars, Stone and Lubricant Gold: Iron Ore, Copper Ore (x2), Sulfuric Acid, and Plastic Bars Factory Album:

Advanced Circuit35.2k/hBattery2.7k/hCopper Cable846.0k/h
Build Assembling Machine 3220Build Chemical Plant3Build Constant Combinator21
Processing unit (370/m) with Beacons preview

Processing unit (370/m) with Beacons

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 1 belt for product delivery. The 2nd design is the same but to add more resources if you plan to enlarge it on the right side.

Processing Unit4.0k/h
Build Assembling Machine 316Build Beacon60Build Constant Combinator12
Blue Circuits (7.7/s, 8 beacons/assembler) preview

Blue Circuits (7.7/s, 8 beacons/assembler)

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 includes the doubled-up design repeated twice times so that the combined design consumes eleven blue belts of green circuits and just over one blue belt of red circuits consumes and produces just over three quarters of a blue belt, which demonstrates how the design can be tiled.

Processing Unit17.6k/h
Build Assembling Machine 370Build Beacon154Build Express Splitter118
Compact 30 SPM "Toy Factory" preview

Compact 30 SPM "Toy Factory"

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).

Accumulator450/hAdvanced Circuit16.4k/hAutomation Science Pack2.5k/h
Build Accumulator112Build Assembling Machine 395Build Beacon2
База для начала на шине preview

База для начала на шине

Небольшое количество чертежей, здесь для личного пользования)

Advanced Circuit54.0k/hAutomation Science Pack10.8k/hBattery5.4k/h
Build Assembling Machine 2736Build Assembling Machine 3128Build Chemical Plant65

Processing Unit Circuit Blueprints

Browse blue circuit layouts for high-tier modules, rocket parts, and late-game production pressure.

Rail Blocks (midgame) v3

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

The Mall (Starter Factory) (UPDATED)

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.

All Science Packs Base 315/min

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

Cobai's Starter Base

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

nialus's base in a box book

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

Lumpis BPB - 0 to rockets

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 ;)

1.0 science book

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).

Compact Science pack - 45/s, 2700/minute.

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

IGL Lego Base

In the search for a 100% snapable base, we will stop at nothing.

Project 30x30

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.

1kSPM Single Depot - Full Book

The entire Blueprint Book to print: - 1kSPM Quadrant, in steps - Patches to address minor build corrections - The center piece (rocket silos) Includes are control switches: - Green signal allows rocket part ingredients to flow from the quadrants to the rocket silos and the science packs to flow back into the laboratories - In the center are constant combinators that send a combined "I" signal: at '2', the rockets launch at 1 per minute at '4', the rockets launch at 1 per 2 minutes at '8', the rockets launch at 1 per 4 minutes With both signals, one can reduce consumption and production to allow shutdown of one or more quadrants and still allow the "open" quadrants to produce at full capacity.

Science from raw materials

Blueprints for each science production, to produce 1/s of each type. Input materials are "raw" Red & Green: Iron ore and Copper ore Blue: Iron Ore, Copper Ore and Plastic bars Black: Iron Ore, Copper Ore and Coal Purple: Iron Ore, Copper Ore, Plastic Bars, Stone and Lubricant Gold: Iron Ore, Copper Ore (x2), Sulfuric Acid, and Plastic Bars Factory Album:

Processing unit (370/m) with Beacons

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 1 belt for product delivery. The 2nd design is the same but to add more resources if you plan to enlarge it on the right side.

Blue Circuits (7.7/s, 8 beacons/assembler)

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 includes the doubled-up design repeated twice times so that the combined design consumes eleven blue belts of green circuits and just over one blue belt of red circuits consumes and produces just over three quarters of a blue belt, which demonstrates how the design can be tiled.

Compact 30 SPM "Toy Factory"

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).