by JohnyDL » Sun May 21, 2017 10:57 pm, Post In fact, I'm not even entirely sure what the output is when you have the productivity modules in ... probably still the same speed because accumulators are needed for the satellite and produce exactly fast enough. A big--and expandable--dropoff depot. No sense crafting our power poles by hand when we can have it all easily done for us while we do other things. Is turnaround a word? This is where our first build comes in: The input box needs both iron and copper plates, but because the recipe calls for gear wheels, it needs twice as many iron plates as copper plates. If you can supply the uranium 235, this'll do the rest! Factorio is a game in which you build and maintain factories. Now that Factorio 1.0 has released I felt it's time to get back in the game to fix the old designs and maybe make something new. Roundabout now is when I get tired of writing these descriptions. Once we have automation, we can start setting up our semi-autonomous builds, ideal for producing lots of what we need with a minimum of dropoff points. Steel yourself with these steel products that are so cheap it's a steel. I would really like to have access to blueprints earlier in the game than construction robots. Would that fit with what you need? Your email address will not be published. I've got one question for you, just one question: "Explosions?!?".

This doesn't quite fit into the whole roboport scheme (I kind of gave up on that, it's difficult enough to get nuclear reactors working well without that additional restriction), but it does have roboports built in so that you can still include it in your robot network.

This works extremely well and will produce 480MW while using circuits to guarantee no wasted fuel cells. Because the input box stores the bulk of the ammo, even a destroyed turret won’t be a huge loss. This simple blueprint will completely consume a yellow belt of uranium ore. A "basic" nuclear reactor setup. This block is useful for early planning. Fortunately, they can be crafted from nothing but iron plates in one or two steps, making the following assembly setup useful to us: All we need to do is keep the input box fed with iron plates, and these assemblers will keep us stocked on belts and ammo. As with all things in Factorio, automation is always the goal. Starting out in Factorio can be a boatload of information! Due to a fun trick that’s possible with burner drills mining coal, we can make them feed into each other like so: Since the drills dig up coal faster than they burn it, they will build a full stack of coal into each other while working in this way. Attire! If we negligently allow that to happen, we can just fill the box and restart the generators the same way we did the first time, throwing a stack into a boiler by hand. Let them know what you think of their silly 'nature'! For loading solid material into a two-car train. Well that was technically a lie. You need to poison the bugs directly! Whoops I mean black. Even at the start, we won’t have to mine ore by hand, as we’re given a burner drill and stone furnace to get off the ground. Mod Spotlight. It's designed to work with the accumulator blueprint, and at full speed they create very nearly the ideal ratio of solar panels to accumulators.
You can have your assembly machine 2 in any color, so long as it's blue. This setup will help clear out any excess raw wood building up in our inventory, too, in case we had to do some deforestation to make space for our factory: The ratio here is super simple – an equal number of raw wood to copper plates will do just fine. Unfortunately, I couldn't find a way to fit the smelters in and preserve the road location, so the smelter blocks are a little different than the other blocks. If more power is needed, we can extend this arrangement to include more boilers and generators: Currently, the optimal ratio is one offshore pump to twenty boilers to forty steam engines.

It will produce all of the most basic stuff in a fairly compact, 14x14 area. Look, this thing creates electric furnaces. The longer this chain, the more coal we’ll have handy at any time to feed the rest of our mining operations. It might seem weird that this curves like it does, but that makes it easy to upgrade to a t section or roundabout if necessary.

Almost all of the blueprints are also designed to leave This will consume an entire red belt of iron, but still isn't super fast. Larger blueprints are designed to fit For loading liquid material into a two-car train. If you use a lot of concrete, you'll want something heftier than the "Walls, Floors, and Pipes" blueprint. Just put one fuel cell into the top left reactor (or one into each) to get things started, and it will hum along forever from then on. We can extend this concept to its logical conslusion: As long as our chain of burner drills forms a loop which feeds into itself, we will have access to as many stacks of coal as we have burner drills. Here's an example of combining a rail blueprint with a solar panel blueprint. for transport belts bringing products into and out of the block. This is just like the modules 1 blueprint, except it only makes efficiency modules. Whoops I mean blue and purple and green. I mean, what if the alien-equivalent of Captain Planet shows up? Most of the blueprints are not large enough to fill an entire roboport block. I find that red belts tend to be a bit of a bottleneck at first, because when you first get them you are usually hurting for more iron, and it's difficult to get more iron without the red belts. So, you can create one of these for every one of the Advanced Oil blueprints you have and be sure that you are creating as much solid fuel as possible. Also, if you have any suggestions for improvements, please don't hesitate to contact me! and I have spent more hours than I wish to admit perfecting blueprints. This uses both the 30x30 area and the bottom 14x30 area, but leaves space for the road to go between them. I've been avoiding intermediates in these blueprints. It's neat how inexpensive this stuff is, once you get uranium up and running. This does actually have a practical use; I use it in sandbox mode to test output of a power setup, which is especially useful for nuclear reactors where it can be difficult to use up all that power easily.

You'll probably want a few for modular armor type things. Pipes are just kinda thrown in here because, I dunno, they fit, and this is about the time you're going to start wanting them in larger quantities. This blueprint has productivity modules in the silo, but will still get the 1 per second rate without them. It really makes it difficult to make these blueprints. We can always use raw wood chopped from trees, but the best option is to find a huge rock with coal inside it: Just one of these is more than enough to get you started mining iron and immediately smelting it into iron plates.Those plates can then be used to make more burner drills, but rather than simply expanding the iron mining setup until we run out of initial fuel, we can start harvesting coal automatically to power this process without having to continue hunting for more fuel manually. This directly updates the basic oil blueprint. Unfortunately, this one takes a bit of time to spin up, because the electric furnaces have to get backed up before the productivity modules go full speed. Yet again, 1 science per second. They should all die. This will output 1 Science 1 per second, which is true of all my science blueprints. This can produce a half-belt of smelted materials. All of my blueprints are designed to fit inside of the 50x50 area of a roboport (I call it a "block"). It's big and ugly, but it will church out at the same rate as the others. of these should do the trick. The ratio of accumulators to solar panels in this blueprint is as close as possible to the optimal 0.84 without wasting space. You don't really need this one, but you might find it helpful for planning a main bus. So, this blueprint can be used to make a bunch of them. Unfortunately, I couldn't make something that outputted a red belt (or perhaps a blue belt) and also fit well inside of the block. There is no way we’ll be demanding that much power in the burner stage of the game, so this small setup will more than suffice.

This will likely be the first blueprint you put down in a game (except maybe for smelters). An optional blueprint that will produce green circuits and iron gear wheels for personal use. With the Assembling Machine available to us, we can begin automating the production of various essential items without having to hand-craft them ourselves. So this blueprint is designed to produce them at a pretty decent speed. No? Efficiency modules 1 seem like a no brainer to me. How many drills and furnaces we need at this stage is a matter of preference. box early in the game, you'll want to eventually replace it with a passive provider chest. This will creates walls and floors, though admittedly not at the best pace. Some said it couldn't be done. This is where I start to regret my whole "I don't need intermediates" thing.

a "road" inside of the block (the exception to this rule are the smelting blueprints, which play a little fast-and-loose with the rules). You can combine the solar panel blueprint with any of the above rails.

Stone smelter block facing the other direction. Lots of numbers, rates and ratios bombard you with data! Upgraded bullets for killing bugs, grenades for killing trees, and shotgun ammo for ... looking pretty?

If you go heavy on floor usage, you may want a blueprint that cranks quite a bit faster than this (possibly I'll put one up sometime soon ... TBD). Oil is only sent to cracking if it backs all the way up. Transport Belts and Firearm Ammo are needed in large quantities even from an early point in the game. Post This will produce all things train related. The power lines connect adjacent tiles (though you may want to remove them later if you are building blueprints in the block). Ha!
Poisoning their environment isn't enough. This produces everything you need to create an initial nuclear setup.

This will perfectly saturate a red belt with smelted materials. The goal was simply to make them really feel the pain and loss of death when they are terminated after such a short time. One (or more?)

This is pretty monstrous, but it performs well. It contains a bunch more useful early-game products. Distractor robots do, in fact, have an experimental soul software installed. Our first reward for researching automation is the end of having to hand-craft red science to research it.


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