!!! There is a new design of my mall !!!
You can find it here: <u><a href="https://factorioprints.com/view/-LE6iD_E5eUUyd9LJf14" target="_blank">SK's Belt-Based Mall v5 (0.16)</a></u> <br>Warning!: Most of the warfare production was dropped in the new design.
This is my belt-based (late-game) mall which took me a very long time to build. Thought I should share it with everyone.
I never liked the messy belt madness from existing malls. So I mostly took inspriation from KoS's mall and built my own. (Which also turned out to be kind of messy, but much less. Plus it's my messy stuff, so it's awesome... for me at least) It is beaconized for max. production (gears, pipes & some other things) and I also stuffed it full of modules.
It builds everything you need:
- belts, splitters & inserters
- drills, assembly machines, furnaces, radars & science labs
- tools, repair packs, electric poles, roboports, beacons & circuit/logistic network goodies
- oil processing
- trains
- solar & nuclear power
- guns, every turret, ammo & combat robots
- and finally every module for your armor
Things that are not produced:
- construction & logistic bots
- modules
- cannon shells & land mines
- shotgun stuff & grenades (I could have maybe stuffed it in there but I rarely use them... But mostly because there was no space left and I didn't want to slam it on top)
Changes v4.1:
- added the missing inserter for lab production
- fixed a small issue on the stack-inserter production where they could not be produced if you already have too many fast-inserters in logistic storage (when requesting fast-inserters you now need to set the requester-chest to also request from buffer-chests)
