Stackable (both vertically and horizontally) Six belts in and one spoilage belt out, capable of processing spoilage both within the research center and on the belts. (Due to lag I created 5 copy of this blueprint, how can I delete them??? T-T)
If you are looking for 12 belts science at late game, use it. and I like How it looks like :)
Comes with spoilage ejection.
Setup répétable de laboratoires biologiques verticalement et horizontalement par tonton Gold Hawk !
An extendable beaconized Biolab setup with automatic spoilage removal.
Biolab (No Quality, No Modules) Биолаборатория (Без Качества, Без Модулей) It only works with turbo pipelines Работает только с турбо-конвейерами All 12 types of scientific packages Все 12 видов научных пакетов @googlegun
Build Active Provider Chest86
Build Beacon640
Build Big Electric Pole1
Lab setup with 5-6 beacons per lab handling all 12 sciences from space age. Also includes a biolab blueprint Based on this blueprint
Rainbow colored biolab layout for Space Age
No modules inserted and all normal quality :)
1 belt per science type - no need to split it up. Tileable, beaconed with t3 beacons (lower them if you need to) You can remove the chests and add belts instead, however I like the buffer, as I have A LOT of excess science floating around WARNING: No spoiler remover, you'll have to add that, until I update BP
Maximum possible!
Made this while playing the space age. Me and my friends wanted to get rid of the usual "box" downtime from transferring science packs between the labs, so I came with this design. Science packs are delivered by drones and splitted into four lanes. Each biolab is affected by eleven beacons. There's a logistic network t...
It's for belt lazy guys like me who wanna work to death slave robots. You can multiply it easily and it has everything you need. Spoilage free.
Biolab (No Quality, No Modules) Биолаборатория (Без Качества, Без Модулей) It only works with turbo pipelines Работает только с турбо-конвейерами All 12 types of scientific packages Все 12 видов научных пакетов @googlegun
Biolab with built in spoilage removal and filtering for gleba science. Has a arithmetic combinator included for cargo landing pad conection to automaticaly callin science. To remove spoilage from the science chest have a requester chest for spoilage in base and either use it or burn the spoilage. Edit: Fixed missing gr...
Setups for all science packs with disposal of spoilage in active provider chest.
legendary biolabs 12k/m -24k/min
A modular science setup consuming 480 science per second. Plop down as many as you need for however much spm you're interested in. (Each lab consumes 900 spm on average. Kelvin (in factorio's official discord) did help to compact the design from the original, so massive shoutout for the help! Meant for two science on e...
Collection of large ship BPs from my playthrough + some more as I get further and further down the road. Titan - Inner Three Plannets Titan IS LARGE so count on needing a lot of platform to get her built. She is fully capable of operating on all of the three inner planets, get to them and get away from them. There are...
added and fixed some stuff on "Modular Mall from Rahbek with modules from Baerenwolf" ... Mods: * Krastorio 2 * Krastorio2 Extended Endgame * AAI - Advanced Autonomous Industries * * AAI Containers & Warehouses * * AAI Industry * * AAI Programmable Vehicles * Miniloader by therax - optional (extra bp) 03.10.2023 [ few...
Hey everyone, This is the first blueprint I've ever shared, so be gentle 😄. I clearly enjoy some parts of the game more than others—which is probably obvious from the spaghetti layout! About the Blueprint: The ship’s contents are transmitted via the green circuit wire from the radar Requests come through the red wire f...
Agricultural science production with only two (!) biolabs. Jumako and jellynut are brought by bots to the left requestor chest and science is output to the right chest. The left biolab makes all intermediates (except for eggs), and the right one makes the eggs and science. Around 45 spm with productivity modules.
Generic Mall book for K2SE, is divided into several components which are mostly few by raw resources or common intermediates like Small/Big Electric Motors and Automation Cores. Most things which are commonly used are expected to be mass produced elsewhere. Most will break without Bobs Inserters but can be fixed by pla...
### Introduction A comprehensive mall that can be built at a very early stage, producing a wide variety of logistics and production items on Navuis. I created this as a compact construction yard for my tiny train grid (64x64) but found it's also convenient for starting the game. Because it uses a single belt for delive...