UNTRA 2.0 tileable megabase parameterized blueprint
Outdated use v0.2 instead: https://factorioprints.com/view/-OBYY5lAxXl2Uk4qPgQK
v0.1 - 8/11/2024
This is a tileable parameterized megabase blueprint for use in Factorio 2.0. It is purpose built to be small and efficient, with 1 chunk borders and 2x2 block interiors. It accepts a primary supply of up to five inputs and configures trains to run in defined groups.
I am currently building and testing this in a playthrough with the intent to use in Factorio 2.0 and space age, and eventually with Recursive Blueprints to demonstrate the complete solution. It has a lot of features not everyone needs and is intentionally Too Much; I am working on an accompanying blueprint book with supply/demand stations and helpful starting blocks to bootstrap Nauvis megabase.
Features
Please modify this blueprint to suit your needs. HMU for support
- 96x96 blueprint with a 64x64 city block interior, ripe for the decorating.
- red/green power poles with dedicated electric power poles.
- lights attached to power circuit network read from color-components; use this to totally control the mood lighting of the factory.
- additional lights connect to rail signals on the block, highlighting passing trains
- supply station lights are red when limit = 0, and blue when limit > 1 . Ideally each block has one supply station, but may have multiple for additional output supply stations like spoilage.
- demand station lights are green when a train is parked, and yellow when empty. Ideally each block has N stations for each ingredient, but entire blueprint pieces aren't conditional
- blueprint sides have roboports requesting 10 construction/1 logistic robots.
- rail system uses RHD 1-1 trains with supply/demand stations set to train limit 2. Trains run supply/demand in parameterized groups, with interrupts to refuel when low fuel and depot when no path. starts with 50 coal.
- for use on gleba; replace with 1-1-2 train-cargo-trains and rocket fuel, and fight the spoilage with speedy delivery
- for use on fulgora and vulcanus; replace with double headed trains and interface with challenging terrain.
- rail system interchange has dedicated left-hand turn around edges that can be linked together
- hazard, bricks and concrete identify different areas safe for building around the block.
- interchange sides have laser defenses and walls that can be optionally removed
- spacing for elevated rails around the interchanges, marked with bricks. ideally set up elevated express routes for spoilage or primary resource trains.
