FB Factorio Blueprints

Beaconed Production Blueprints

Use beaconed layouts when production needs to scale without sprawling into huge unmoduled builds.

Blueprints

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Beaconable oil processing preview

Beaconable oil processing

These have become my standard oil processing blueprints, for refineries and cracking plants. They leave enough room to insert beacons, once that becomes desirable.

Heavy Oil36.0k/hLight Oil64.8k/hPetroleum Gas223.2k/h
Build Chemical Plant4Build Medium Electric Pole5Build Oil Refinery2
Plastic (80/s, 8 beacons/assembler) preview

Plastic (80/s, 8 beacons/assembler)

This book contains a design for belt-fed blue plastic production that outputs 80 plastic per second, or two blue belts. 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.

Plastic Bar92.7k/h
Build Beacon40Build Chemical Plant18Build Express Splitter9
Book: Beacon Layouts - Belt based preview

Book: Beacon Layouts - Belt based

Includes Beacon Layouts which uses Bluebelts. - Smelting Area: 4700 Plates / min - Green Circuits: 2400 Circuits / min - Red Circuits: 800 Circuits / min - Blue Circuits: 370 Cirucits / min

Advanced Circuit4.6k/hCopper Cable30.2k/hElectronic Circuit15.1k/h
Build Assembling Machine 325Build Beacon126Build Electric Furnace24
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...

Processing Unit17.6k/h
Build Assembling Machine 370Build Beacon154Build Express Splitter118
Beaconed Circuits preview

Beaconed Circuits

Beaconed circuits

Advanced Circuit15.1k/hCopper Cable171.4k/hElectronic Circuit55.4k/h
Build Assembling Machine 3124Build Beacon398Build Constant Combinator35
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...

Processing Unit4.0k/h
Build Assembling Machine 316Build Beacon60Build Constant Combinator12
Bob Angels 7x7 Beacon Blocks preview

Bob Angels 7x7 Beacon Blocks

A book containing a plethora of beaconed blocks designed to use tier 3 beacons to reach maximal output of every item type in the extended bob angels mods. Each block has a max output, input, and power usage in the blueprint description and can be pasted together to from minibases. Inputs and outputs default to using bo...

1,5 Blue/s v2.0 (No beacon/No modules) preview

1,5 Blue/s v2.0 (No beacon/No modules)

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...

Batteries (Modules, Beacons) preview

Batteries (Modules, Beacons)

Blueprint book with several blueprints for tileable batteries - Early game battery production - Battery production with beacons/modules

Science station "the brain"; full beaconed; expandable preview

Science station "the brain"; full beaconed; expandable

### This is a Blueprint Book of a full beaconed Science station. !Basic ##### __It comes as a basic science train station with 3 science labs.__ --- !Fully beaconed ##### __Each lab is supported by 12 beacons (=maximum)__ --- !expansion pack ##### __This is the expansion pack__ --- !expand leftwards ##### __Its easy to...

462 spm All-science build (8 beacon) from ore preview

462 spm All-science build (8 beacon) from ore

5 part All-science build using mostly 8 beacons, designed to be easy to use and reasonable cheap. Which produces and consumes 462 science per minute (spm). Inputs and outputs are marked with constant combinators. Inputs combinators have their resource marked in items per second, across all belts. E.g. in the red-green-...

12 beacon 40/s green, red, & blue circuits preview

12 beacon 40/s green, red, & blue circuits

A blueprint book of 12 beacon layouts which produce a full blue belt output. The green circuit layout inputs copper and iron, but the red circuit layout inputs copper wire. I've been thinking about changing it to make wire onsite but idk, it's easy enough to set up a quick 12 beacon wire maker lol

Small, Efficient & Tileable Beaconed GC Subfactories - 45/s preview

Small, Efficient & Tileable Beaconed GC Subfactories - 45/s

I've been working on some subfactory designs for a supercompact factory project in progress - I wanted some subcomponent blueprints that were as small as possible in a beaconed design format, while being well-behaved, high-throughput and tileable. These are the smallest designs I've been able to come up with for 5-tile...

late game 500spm beacon&module based science tight box build preview

late game 500spm beacon&module based science tight box build

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

Furnace - Beaconed preview

Furnace - Beaconed

About as compact as it gets. Stackable (12 furnace sections per blue belt) and tileable (as many as you need).

450 science per minute (beaconed) preview

450 science per minute (beaconed)

The blueprint book contains one blueprint per science which produces 450 science flasks per minute (equal to half a yellow belt). They expect to be fed by a main bus (or connected to some other supply of "usual" materials: iron and copper plates, steel, coal, sulfur, batteries, rocket fuel, bricks, stone and green, red...

Compact 12 Beacon Research Labs preview

Compact 12 Beacon Research Labs

I wanted to make a lab setup that would be both compact and 12 beaconed, and the closest I found existing so far though was one that only worked for three belts. The next constraint I wanted was for it to be tile-able and use medium power poles to power everything, though I have included a blueprint that uses a substat...

Modules & Beacons Production Late Game preview

Modules & Beacons Production Late Game

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...

Beaconed Plastic

10-tall production cell for plastic bars. Inputs: - 1 belt of coal - 1 pipe of Petroleum Gas Outputs: - Plastic Bars I use 2 of these to saturate a blue belt of plastic bars, but I have no idea how many you actually need because I don't care.

Beaconed Production Blueprints

Use beaconed layouts when production needs to scale without sprawling into huge unmoduled builds.

Beaconable oil processing

These have become my standard oil processing blueprints, for refineries and cracking plants. They leave enough room to insert beacons, once that becomes desirable.

Plastic (80/s, 8 beacons/assembler)

This book contains a design for belt-fed blue plastic production that outputs 80 plastic per second, or two blue belts. 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.

Book: Beacon Layouts - Belt based

Includes Beacon Layouts which uses Bluebelts. - Smelting Area: 4700 Plates / min - Green Circuits: 2400 Circuits / min - Red Circuits: 800 Circuits / min - Blue Circuits: 370 Cirucits / min

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...

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...

Bob Angels 7x7 Beacon Blocks

A book containing a plethora of beaconed blocks designed to use tier 3 beacons to reach maximal output of every item type in the extended bob angels mods. Each block has a max output, input, and power usage in the blueprint description and can be pasted together to from minibases. Inputs and outputs default to using bo...

1,5 Blue/s v2.0 (No beacon/No modules)

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...

Batteries (Modules, Beacons)

Blueprint book with several blueprints for tileable batteries - Early game battery production - Battery production with beacons/modules

Science station "the brain"; full beaconed; expandable

### This is a Blueprint Book of a full beaconed Science station. !Basic ##### __It comes as a basic science train station with 3 science labs.__ --- !Fully beaconed ##### __Each lab is supported by 12 beacons (=maximum)__ --- !expansion pack ##### __This is the expansion pack__ --- !expand leftwards ##### __Its easy to...

462 spm All-science build (8 beacon) from ore

5 part All-science build using mostly 8 beacons, designed to be easy to use and reasonable cheap. Which produces and consumes 462 science per minute (spm). Inputs and outputs are marked with constant combinators. Inputs combinators have their resource marked in items per second, across all belts. E.g. in the red-green-...

12 beacon 40/s green, red, & blue circuits

A blueprint book of 12 beacon layouts which produce a full blue belt output. The green circuit layout inputs copper and iron, but the red circuit layout inputs copper wire. I've been thinking about changing it to make wire onsite but idk, it's easy enough to set up a quick 12 beacon wire maker lol

Small, Efficient & Tileable Beaconed GC Subfactories - 45/s

I've been working on some subfactory designs for a supercompact factory project in progress - I wanted some subcomponent blueprints that were as small as possible in a beaconed design format, while being well-behaved, high-throughput and tileable. These are the smallest designs I've been able to come up with for 5-tile...

late game 500spm beacon&module based science tight box build

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

Furnace - Beaconed

About as compact as it gets. Stackable (12 furnace sections per blue belt) and tileable (as many as you need).

450 science per minute (beaconed)

The blueprint book contains one blueprint per science which produces 450 science flasks per minute (equal to half a yellow belt). They expect to be fed by a main bus (or connected to some other supply of "usual" materials: iron and copper plates, steel, coal, sulfur, batteries, rocket fuel, bricks, stone and green, red...

Compact 12 Beacon Research Labs

I wanted to make a lab setup that would be both compact and 12 beaconed, and the closest I found existing so far though was one that only worked for three belts. The next constraint I wanted was for it to be tile-able and use medium power poles to power everything, though I have included a blueprint that uses a substat...

Modules & Beacons Production Late Game

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...

Beaconed Plastic

10-tall production cell for plastic bars. Inputs: - 1 belt of coal - 1 pipe of Petroleum Gas Outputs: - Plastic Bars I use 2 of these to saturate a blue belt of plastic bars, but I have no idea how many you actually need because I don't care.

Frequently asked questions

How do I import a Factorio blueprint string?

Copy the blueprint string, open the blueprint library in Factorio, and choose import string. After you paste it, the game creates the blueprint or blueprint book.

How do I use blueprints in Factorio?

Select a blueprint from your quickbar or library and place the ghost layout. Construction robots build it when the required items and roboport coverage are available.

How do I choose a good Beacons blueprint?

Compare the preview, tags, materials, and description. Check the game version or mod requirements when a layout looks specialized.