FB Factorio Blueprints

Module Production Blueprints

Browse module production layouts for late-game factories, science scaling, and beacon-heavy builds.

Blueprints

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Modules from Plates preview

Modules from Plates

Creates 1.25 Modules lvl3 per minute from Copper plates, Iron plates, Oil and Water. Approximate consumption per second: - 42 Copper Plates - 23 Iron Plates - 4 Coal - 93 Oil - 113 Water. A Roboport in the middle. Electricity consumption is 56 MW. For a less expensive version without lvl3 modules check my other bluepri...

Advanced Circuit41.9k/hCopper Cable907.2k/hElectronic Circuit243.0k/h
Build Assembling Machine 366Build Chemical Plant21Build Constant Combinator15
Advanced Oil Refinary v10 for v1.0 (+ Extra Module for more Petroleum Oil production) preview

Advanced Oil Refinary v10 for v1.0 (+ Extra Module for more Petroleum Oil production)

**Whats is this?** A huge refinery, controlled by circuit to crack oils to try to maintain a storage of 80k-90k Petroleum Gas, 90k Light Oil, 90k Heavy Oil. * 36x Advanced Oil Refinary * 96x Plastic Chemical Plant * 48x Rocket Fuel Chemical Plant * 40x Battery Chemical Plant * 13x Lubricant Chemical Plant * 12x Sulfuri...

Barrel22.5k/hBattery90.0k/hExplosives5.2k/h
Build Arithmetic Combinator15Build Assembling Machine 356Build Beacon210
Module Factories preview

Module Factories

Just my take on some Module Factories. This is my first post. So, please give me some constructive criticism. Thank you! Update v1.1 - Changed combinators to filter inserters and minor beautification improvements.

Simple Safe Production Modules preview

Simple Safe Production Modules

Very Basic safe automation of Production Modules. It makes sure there only ever exists 1 egg in the system. It will also shut down if short on ingredients to make the next crafting cycle, or if the output chest is getting full. I threw some quality modules in there and 3x of these have been my sole production of qualit...

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...

Level 3 modules preview

Level 3 modules

Level 3 modules from raw ressources Layout 1 without modules/beacons (stage 1): 5 level 3 modules/min Layout 2 with modules/beacons (stage 2): 15 level 3 modules/min Steam guide:

Batteries (Modules, Beacons) preview

Batteries (Modules, Beacons)

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

Mall Modules preview

Mall Modules

These are modular malls broken down into the following categories: Logistics / Assembly, Ore Handling / Steam Power, Power / Circuitry, Solar, Trains / Oil, Bots, Nuclear, Personal Equipment / Generic, and Military. There are also a couple of extra books including older versions and some utility prints. Note: These pri...

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

Modules 2 Factory preview

Modules 2 Factory

### Modules 2 Factory Two blueprints: **Pre-Fulgora** and **Post-Fulgora** versions. Designed for use **on a bus**. Produces **Module 1** and **Module 2** only. Pre-Fulgora version uses assembly machines; Post-Fulgora upgrades throughput once EMPs are unlocked. **Update 19/12/2025:** Fixed buffer chests requests

Simplest module factory

The smallest module factory. 4 input: green, red, blue circuit through belt and alien artifact through request chest. 1 output X module 3 through provider chest

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...

Qukus Mid Game Thin Level 3 Module Aquilo Ship V6 preview

Qukus Mid Game Thin Level 3 Module Aquilo Ship V6

Discord: Quku_Love_Kiss V6.04162026 Normal Quality with Level 3 Mods and Pre Aquillo Machines, Tested in Vanilla SA, Self Booting over Nauvis, Minimal Footprint, Speed 280+ km/s sustained. Based off my Speedrunning Railgun Ship.

Configurable Productivity Module Build

Note 13-Jun-2017: The ratios on this build are all wrong. It needs to be 10-5-2, like it is called, but not how it has been implemented! Set the '3', '2' and '1' variables in the constant combinator to the numbers of level 3, level 2 and level 1 productivity modules respectively that you require in your logistics netwo...

Fully Automated Module T3 preview

Fully Automated Module T3

Vinnie Falco's blueprint rearranged: - Removal of elements not related to module manufacturing - Correction of the automatic module manufacturing element - Adding a splitter to avoid filtering inserters errors To control the maximum number of modules to make, you just have to change the number in the constant combinato...

7,5/m Speedmodule 3 preview

7,5/m Speedmodule 3

Tileable 7,5 speedmodules per minute. #Can do other modules# Just insert Copper plates Iron plates Plastic

35 modules/min build preview

35 modules/min build

Late Game T3 Modules build. Stackable. Almost consumes full blue belts of curcuits. Needs 100MW without sharing any beacons.

Module Production Blueprints

Browse module production layouts for late-game factories, science scaling, and beacon-heavy builds.

Modules from Plates

Creates 1.25 Modules lvl3 per minute from Copper plates, Iron plates, Oil and Water. Approximate consumption per second: - 42 Copper Plates - 23 Iron Plates - 4 Coal - 93 Oil - 113 Water. A Roboport in the middle. Electricity consumption is 56 MW. For a less expensive version without lvl3 modules check my other bluepri...

Module Factories

Just my take on some Module Factories. This is my first post. So, please give me some constructive criticism. Thank you! Update v1.1 - Changed combinators to filter inserters and minor beautification improvements.

Simple Safe Production Modules

Very Basic safe automation of Production Modules. It makes sure there only ever exists 1 egg in the system. It will also shut down if short on ingredients to make the next crafting cycle, or if the output chest is getting full. I threw some quality modules in there and 3x of these have been my sole production of qualit...

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...

Level 3 modules

Level 3 modules from raw ressources Layout 1 without modules/beacons (stage 1): 5 level 3 modules/min Layout 2 with modules/beacons (stage 2): 15 level 3 modules/min Steam guide:

Batteries (Modules, Beacons)

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

Mall Modules

These are modular malls broken down into the following categories: Logistics / Assembly, Ore Handling / Steam Power, Power / Circuitry, Solar, Trains / Oil, Bots, Nuclear, Personal Equipment / Generic, and Military. There are also a couple of extra books including older versions and some utility prints. Note: These pri...

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

Modules 2 Factory

### Modules 2 Factory Two blueprints: **Pre-Fulgora** and **Post-Fulgora** versions. Designed for use **on a bus**. Produces **Module 1** and **Module 2** only. Pre-Fulgora version uses assembly machines; Post-Fulgora upgrades throughput once EMPs are unlocked. **Update 19/12/2025:** Fixed buffer chests requests

Simplest module factory

The smallest module factory. 4 input: green, red, blue circuit through belt and alien artifact through request chest. 1 output X module 3 through provider chest

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...

Qukus Mid Game Thin Level 3 Module Aquilo Ship V6

Discord: Quku_Love_Kiss V6.04162026 Normal Quality with Level 3 Mods and Pre Aquillo Machines, Tested in Vanilla SA, Self Booting over Nauvis, Minimal Footprint, Speed 280+ km/s sustained. Based off my Speedrunning Railgun Ship.

Configurable Productivity Module Build

Note 13-Jun-2017: The ratios on this build are all wrong. It needs to be 10-5-2, like it is called, but not how it has been implemented! Set the '3', '2' and '1' variables in the constant combinator to the numbers of level 3, level 2 and level 1 productivity modules respectively that you require in your logistics netwo...

Fully Automated Module T3

Vinnie Falco's blueprint rearranged: - Removal of elements not related to module manufacturing - Correction of the automatic module manufacturing element - Adding a splitter to avoid filtering inserters errors To control the maximum number of modules to make, you just have to change the number in the constant combinato...

7,5/m Speedmodule 3

Tileable 7,5 speedmodules per minute. #Can do other modules# Just insert Copper plates Iron plates Plastic

35 modules/min build

Late Game T3 Modules build. Stackable. Almost consumes full blue belts of curcuits. Needs 100MW without sharing any beacons.

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 Modules blueprint?

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