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/h
Arithmetic Combinator19.8k/h
Artillery Shell1.1k/h
Build Arithmetic Combinator573
Build Assembling Machine 136
Build Assembling Machine 2983
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/h
Advanced Circuit750/h
Assembling Machine 13.6k/h
Build Accumulator37
Build Assembling Machine 16
Build Assembling Machine 266
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/h
Advanced Circuit225.0k/h
Automation Science Pack22.6k/h
Build Assembling Machine 3984
Build Beacon169
Build Chemical Plant291
A compact base containing all sciences for 0.17
Accumulator5.4k/h
Advanced Circuit60.5k/h
Arithmetic Combinator9.0k/h
Build Arithmetic Combinator25
Build Artillery Wagon4
Build Assembling Machine 26

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/h
Assembling Machine 114.4k/h
Assembling Machine 25.4k/h
Build Assembling Machine 196
Build Assembling Machine 2302
Build Assembling Machine 31
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/h
Arithmetic Combinator5.4k/h
Assembling Machine 110.8k/h
Build Accumulator5.7k
Build Arithmetic Combinator34
Build Assembling Machine 11
My personal setup guide helping me to learn the game
Accumulator3.6k/h
Advanced Circuit202.7k/h
Arithmetic Combinator5.4k/h
Build Accumulator2.1k
Build Artillery Turret18
Build Assembling Machine 1158
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/h
Advanced Circuit36.0k/h
Automation Science Pack43.2k/h
Build Accumulator9
Build Arithmetic Combinator9
Build Assembling Machine 2185
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/h
Automation Science Pack5.4k/h
Battery5.4k/h
Build Assembling Machine 2402
Build Big Electric Pole4
Build Chemical Plant6
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/h
Advanced Circuit117.2k/h
Automation Science Pack15.1k/h
Build Arithmetic Combinator6
Build Assembling Machine 31.5k
Build Beacon9.8k
Includes factories for each science type that take basic resources and produce 90 science per minute.
Advanced Circuit48.9k/h
Battery2.7k/h
Copper Cable1227.6k/h
Build Assembling Machine 2254
Build Assembling Machine 3146
Build Chemical Plant3
Eveything that I use for a vanilla game.
Accumulator540/h
Advanced Circuit22.0k/h
Arithmetic Combinator27.0k/h
Build Accumulator6
Build Arithmetic Combinator2
Build Assembling Machine 1519
Отличный City Block 100x100
Accumulator2.7k/h
Advanced Circuit64.8k/h
Arithmetic Combinator5.4k/h
Build Arithmetic Combinator12
Build Assembling Machine 21.1k
Build Beacon122
In the search for a 100% snapable base, we will stop at nothing.
Accumulator1.4k/h
Advanced Circuit11.7k/h
Arithmetic Combinator34.2k/h
Build Accumulator1.1k
Build Arithmetic Combinator194
Build Artillery Turret4
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/h
Advanced Circuit75.6k/h
Arithmetic Combinator37.8k/h
Build Accumulator72
Build Arithmetic Combinator189
Build Assembling Machine 113
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/h
Advanced Circuit40.3k/h
Automation Science Pack6.0k/h
Build Arithmetic Combinator31
Build Assembling Machine 3844
Build Beacon1.9k
its my blueprints, but also not mine
Advanced Circuit126.3k/h
Arithmetic Combinator5.4k/h
Assembling Machine 110.8k/h
Build Assembling Machine 176
Build Assembling Machine 2279
Build Assembling Machine 3481
Blueprint I used in my "lazy bastard" and "there is no spoon" guide. Include smelting, science, oil processing, LDS, RCU, circuits.
Advanced Circuit13.5k/h
Assembling Machine 13.6k/h
Assembling Machine 23.6k/h
Build Assembling Machine 164
Build Assembling Machine 2229
Build Chemical Plant17
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/h
Battery2.7k/h
Copper Cable846.0k/h
Build Assembling Machine 3220
Build Chemical Plant3
Build Constant Combinator21
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 316
Build Beacon60
Build Constant Combinator12
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 370
Build Beacon154
Build Express Splitter118
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/h
Advanced Circuit16.4k/h
Automation Science Pack2.5k/h
Build Accumulator112
Build Assembling Machine 395
Build Beacon2
Небольшое количество чертежей, здесь для личного пользования)
Advanced Circuit54.0k/h
Automation Science Pack10.8k/h
Battery5.4k/h
Build Assembling Machine 2736
Build Assembling Machine 3128
Build Chemical Plant65
My winning blueprint for Space exploration and Krastorio 2 ground base
Accumulator810/h
Advanced Circuit4.6k/h
Artillery Shell1.2k/h
Build Aai Storehouse Passive Provider34
Build Aai Strongbox Storage1
Build Aai Warehouse Passive Provider19