Description
This blueprint book is meant for players transitioning through the mid-game, producing 800 science per minute of the main 6 science packs, not including space science. It is assumed that by the point when a player has space science, they will most likely start using beacons and modules to produce very efficient bases. Using only early to mid-game tech, I wrote these blueprints using these simple 5 rules
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I only use Red Belts, Assembler 2's, Medium Power Poles, Fast Inserter and Long Arm Inserters, Steel Furnaces, and no Modules or Beacons of any kind. Until larger production bases are set up, it is hard to expect a player to build higher tier materials in mass quantities, so these blueprints will focus on the earlier tech.
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I've included Blueprints to produce the common factory components previously listed in the book. Malls are great and for some more advanced players the mall concept is a good one, but these material factories are designed to have at least one assembler producing belts, inserters, furnaces and assemblers. There are 9 blueprints in total that will produce most of the intermediate materials needed for factory assembly.
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Every factory has local smelting as part of the design. You should be able to input iron ore, copper ore, coal, petroleum, and stone and get the various science packs. This same concept is included with the factory material factories. I put a filter inserter with the material listed. The filter inserters are not a part of the finished design, just there to mark what material goes in what smelter. Build over them and you should be fine.
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I did not include Oil Processing, as everyone has different views on the best way to process oil. At the plastic factories, there is an open pipe to ground where I assume someone can plug in a petroleum line. For the electric engines, I did not specify how the lubricant is to be connected, leaving that to the user of these blueprints to decide from what angle the lubricant can connect, but there is plenty of room for such decisions.
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Some of the ratios for smelting and factory production are more than they need to be. When the factory is first brought online, it might draw more iron or copper than it actually needs until the belts back up. Once the factory is spitting out 800 science per minute on one side of a red conveyor belt, the design is that there will always be more materials to keep the science production going than is required, only bottlenecking at the belt's ability to transport science. Each science factory also has the end-product on either the left or the right edge of the factory, so that you can overlap those output belts and have two sciences share the same belt. In my design, I put Red/Green, Grey/Blue, and Purple/Yellow as pairs, but broke them up for the sake of the blueprints.
Note: The purple and yellow sciences had to be split into 2 and 3 parts respectively so that you can place them easier. Best way to place them to line up is to put your cursor on the edge of the screen so you can see the edge of the blueprint and place it as you like. You don't have to have all of the blueprints in a line, as they can be placed independently and brought to your science labs as you wish.
This is my first submitted blueprint book and I will appreciate feedback on my design. This is by no means an end-game build and it's up to the player to decide if they want to smelt locally at the factory or if they want to smelt elsewhere, just delete the smelters off if you don't like it. If there's enough desire, I will produce a blueprint book that takes away these smelters, but this is designed for beginners who may not know how much to smelt.
Consumption Rate of the base (Only the Science Factories, excluding everything else in base)
113k/m Iron Ore// 89k/m Copper Ore// 20k/m Coal// 7.7k/m Stone// 157k/m Petroleum// 45k/m Water// 12k/m Sulfuric Acid// 5.9k/m Lubrication//
784 MW of Power
All values measured over 10 minutes