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
Browse blue circuit layouts for high-tier modules, rocket parts, and late-game production pressure.
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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
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.
A compact base containing all sciences for 0.17
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
My personal setup guide helping me to learn the game
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
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 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, by Golem. Full mine optimization. Trains are little clunky, but it works! Not mine bluprints used: by ranzolger, Blue Balancers Addendum
Eveything that I use for a vanilla game.
Отличный City Block 100x100
Includes factories for each science type that take basic resources and produce 90 science per minute.
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.
In the search for a 100% snapable base, we will stop at nothing.
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.
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:
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.
Небольшое количество чертежей, здесь для личного пользования)
its my blueprints, but also not mine
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).
Blueprint I used in my "lazy bastard" and "there is no spoon" guide. Include smelting, science, oil processing, LDS, RCU, circuits.
Ore2Science blueprints are fully integrated research facilities. They receive ore trains, and provide completed research, with no outbound logistics. This blueprints is intended to be used in clusters to provide higher research rates, and is designed for compactness, modularity. This blueprint is tuned for 0.17 default recipes. Trains should be LCCCC - single locomotive, quad cargo. Coal liquefaction is exclusively used. Production: 7 science packs (Automation, Logistics, Chemical, Military, Production, Utility, Space), and consumed into research Production Rate: 10 science pack/minute (~12 research/minute due to +20% prod bonus) Total Power Consumption: ~64 MW Total Resource Consumption: 659 ire ore/min, 493 copper ore/min, 288coal/min, 145 stone/min, ~4k water/min. Usage Instructions: 1. Route in iron ore train, copper ore train, coal train, stone train, and water train. 2. Prime Heavy Oil via 'Empty Heavy Oil Barrel' Assembler 3. Add logistics bots. 4. (Optional) Leave U-235 in Active Provider Chest. - Nuclear Fuel will be automatically produced and supply incoming trains. - Alarm triggers when U-235 supply is low. 5. Enjoy!
Each "tile" is capable of outputting 22 blue circuits per minute. Yellow belts will suffice 2 tiles. Red belts will suffice 4 tiles. Blue belts will suffice 6 tiles. * Inputs: * 2x Full lines of Copper Plates * 1x Full line of Iron Plates * 1x Half line of Plastic (side nearest Blue Circuits) * 1x Line line of Sulfuric Acid * Output: Blue Circuits
Browse blue circuit layouts for high-tier modules, rocket parts, and late-game production pressure.
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
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.
A compact base containing all sciences for 0.17
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
My personal setup guide helping me to learn the game
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
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 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, by Golem. Full mine optimization. Trains are little clunky, but it works! Not mine bluprints used: by ranzolger, Blue Balancers Addendum
Eveything that I use for a vanilla game.
Отличный City Block 100x100
Includes factories for each science type that take basic resources and produce 90 science per minute.
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.
In the search for a 100% snapable base, we will stop at nothing.
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.
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:
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.
Небольшое количество чертежей, здесь для личного пользования)
its my blueprints, but also not mine
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).
Blueprint I used in my "lazy bastard" and "there is no spoon" guide. Include smelting, science, oil processing, LDS, RCU, circuits.
Ore2Science blueprints are fully integrated research facilities. They receive ore trains, and provide completed research, with no outbound logistics. This blueprints is intended to be used in clusters to provide higher research rates, and is designed for compactness, modularity. This blueprint is tuned for 0.17 default recipes. Trains should be LCCCC - single locomotive, quad cargo. Coal liquefaction is exclusively used. Production: 7 science packs (Automation, Logistics, Chemical, Military, Production, Utility, Space), and consumed into research Production Rate: 10 science pack/minute (~12 research/minute due to +20% prod bonus) Total Power Consumption: ~64 MW Total Resource Consumption: 659 ire ore/min, 493 copper ore/min, 288coal/min, 145 stone/min, ~4k water/min. Usage Instructions: 1. Route in iron ore train, copper ore train, coal train, stone train, and water train. 2. Prime Heavy Oil via 'Empty Heavy Oil Barrel' Assembler 3. Add logistics bots. 4. (Optional) Leave U-235 in Active Provider Chest. - Nuclear Fuel will be automatically produced and supply incoming trains. - Alarm triggers when U-235 supply is low. 5. Enjoy!
Each "tile" is capable of outputting 22 blue circuits per minute. Yellow belts will suffice 2 tiles. Red belts will suffice 4 tiles. Blue belts will suffice 6 tiles. * Inputs: * 2x Full lines of Copper Plates * 1x Full line of Iron Plates * 1x Half line of Plastic (side nearest Blue Circuits) * 1x Line line of Sulfuric Acid * Output: Blue Circuits