![]() reworked station circuitry for (incompatible to V1. reduced train rerouting (more minimum active stations ) More information & forum discussion regarding my blueprints and other neat things older versions Same thing without train stations (but with balancers): click to expandĪll screens, bp-strings and KirkMcDonald links on FactorioBin forum discussion about the two-rail system. There is also a RHD->LHD T-junction included. The trainstations are for LHD and 2-4-0 trains (it is possible to make them 1-4-0 by moving the (un-)loading chests, as there is no room for the belt balancer you have to remake them within the factory. the fuel requester chests are controlled by a CC at the stacker (preset to 10 nuclear fuel), its signal is transmitted by green wire at the rear end of the trainstations. the first station (closest to the stacker) of each resource will be always active to avoid the 'no path' error, because of that i recommend at least 2 trains per resource. the trainstops are 'intelligent', they will turn on as soon a full trainload can be loaded/unloaded and no train is present. the trains can be scheduled with wait time or (my recommendation) empty/full cargo. additional stackertracks) to the BP book. the trains in this bp use LHD! click to expand click to expand for more info maximum production (if higher chip-tiers are backed up) is about 4 belts green and 2.5 belts red. Under full load (complete consumption) it will produce about 1 belt blue, 1 belt red 2 belts green. KirkMcDonald all my circuits (something like this) Train based (RHD) click to expand all my circuits: Due to their slow build time, assembling machine 3s with speed. (45i/s) V1.0a KirkMcDonald blue circuits click to expand maximum production (if higher chip-tiers are backed up) is about 4 belts green and 2.5 belts red. Green circuit layouts :: Factorio General Discussions. Pictures V1.0 but the idea stands: copy the width of the assemblers to extend factorio : Green circuit optimization vanilla and modded vehicles. Train based (RHD) click to expand blue circuits (processing units):ģx tileable with red belts (4,05i/s) KirkMcDonald Blue Circuits 01 2nd stageģx tileable with blue belts (6,75i/s) KirkMcDonald Blue Circuits 02 how to extend (30,8i/s) V1.0 KirkMcDonald red circuits click to expand (11,25i/s) V2.2c KirkMcDonald red circuits click to expand Train based (RHD) click to expand red circuits:ġ0x tileable with red belts (15i/s) KirkMcDonald Red Circuits 01 2nd stageĩx tileable with blue belts (22,5i/s) KirkMcDonald Red Circuits 02 how to extend (45i/s) V3.0 KirkMcDonald green circuits click to expand The numbers for the individual colors: green circuits:ħ-8x tileable with yellow belts (28-32i/s) KirkMcDonald Green Circuits 01 2nd stageġ0x tileable with red belts (60i/s) KirkMcDonald Green Circuits 02 3rd stageĩx tileable with blue belts (90i/s) KirkMcDonald Green Circuits 03 how to extend FACTORIO MEGABASE-IN-A-BOOK Advanced Factorio Lets Play focused on making modular design for a Megabase. A simple but large green circuit layout I recently designed to allow the production of two belts of green circuits, using only low tier assemblers. Renders and more information on FactorioBinĪnd forum topic regarding my blueprints and other neat things. This is my blueprint book for all three types of circuits.īelted (no robots), fully 8-beaconed, tileable, vanilla! 2 x Red 1 x Blue but since Advanced circuits need 4 Copper wires instead of 3 like green, the ratio seems a bit off. *I avoided having any extra inserters or items that did not directly affect the production rate*Ĭooper goes to the outside belts and iron plates on the two belts closest to the assembly machines in the inside.Circuit Book (Green/Red/Blue) Circuits V3.0 Best part is that the base blueprint is tile-able so you can actually use it starting when you get substations and add the modules and beacons as you get them. A good beginners main bus should include 2-4 belts of iron, 2-4 belts of copper, 1-2 belts of green circuits, 1 coal belt, 1 steel belt, and 1 stone belt. I designed it so as to condense the layout at much as possible (for the shear challenge of it) which I was able to condense the design down to a 100% space efficiency (669 of 693 tiles = 96,5% space utilized with a 21x33 tile footprint) with zero lateral gaps between beacons and assembly machines. Factorio Blueprint book with all blueprints from Nilauss Master Class series. Got a collection of 0,17 mid to late-game blueprints for fully compressed 4 belt output Green Circuit builds in both Red (7,2k/min) and Blue Belt (10,8k/min) outputs.
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