Status - Stable
Features
- Belt fed, Bot output for decent UPS, functionality, adaptability.
- Vastly smaller than the older-style malls because of a huge layout change
- Simple connections from bus with very little UG spaghetti and no braids
- a sidewalk labeled MALL for pub servers
- a radar so you can see your mall
- Circuit Network controlled production from the sidewalk so you don't need to wander through your mall to change a setting
- Automatically loads bots into the network, controllable through the circuit network X and Z values
- Way prettier than those other malls
Last version -
Is being kept separate for posterity and in case anyone desperately needs some of the features I haven't integrated in the new one yet.
Link: https://factorioprints.com/view/-L9go3UyQAs3TIYxfKLM
This version -
I sacrificed my old mall to adopt the major changes that were added to the SK mall version 5 (with Mike's network control upgrade). From that, I added production for the following:
- landfill and all concretes
- module production
- rocket pad
- turrets, ammo, and artillery
- walls and gates
- car
What's missing -
- Lost modular, stage-of-development layout
- Lost red and yellow belt stages
- No battery production
- No tank production
- No explosives or derivatives
- No train stops auxiliary blueprint
Todo for 2.4 -
Attached is v2.4.4 DEV for anyone who wants to collaborate in the development in the next version of the mall. I am currently working out the layout of the belts to maximize efficiency. Bots, Oil, Rail, Military, Concrete remaining. Military must go at the end of the mall to make it swappable as tech progresses.
Attribution -
v2.3.x is entirely derived from SK Mall v5.0. v2.4.x is entirely self-designed.
