Description
v.1.1 - 05.12.2022
Optional remote launch facility now included to allow space science to be brought into the main base via train. The facility takes raw inputs, all stations have been configured to be compatible with the mining outposts provided, a science transport train has been included and receiver station added to the main base.
All that should be needed is to connect the facility to your rail network and your existing supply trains will start to bring the resources needed. Place near water as this is the only resource not brought in via train. https://imgur.com/a/UYwtEVh
Alternative mining outpost resource stations added for convenience, including Oil. 03.07.23 For the launch facility, the science transport train loader is placed too close to the train itself and is missing a row of inserters which is an easy fix, might also need a second pass over the raw resource ratios
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Firstly this is a series of pre-existing blueprints that I have brought over from other users and have stitched together with small changes, very little of my own designs have been used and credit/originals are linked below.
With that said I've always wanted a starter-base that I can feed using the starting ore patches and then later compliment via train input. The ratio's are fairly accurate with some overflow for the Mall at the end. You may find long stints of research leaves the Mall a little ingredient starved.
The base also includes all of the power generation needed for the science/Mall production, but it will start to struggle once you start setting up outposts & Kovarex processing.
- 60SPM
- Midgame Mall
- Built-in Power
- RHD Train network / Separate single-track Uranium line
- No blue belts/T2-T3 modules (excluding Kovarex)
- If feeding via local ore patches AND trains, you will need to upgrade the balancers that connect both inputs to red belts
- Copper plate lines will eventually need upgrading to red belts beyond the 6-4 balancer to at least green circuit input *Starting trains are initially belt-fed via local coal input, but you can replace this with logistics further down the line
For anyone considering using this blueprint, general advice would be to place near oil/water, as these are the only inputs not supported via train. Visual reference for inputs : https://imgur.com/a/oZUrId5
I have built and tested this once in full, many issues tweaked and resolved, but I am sure one or two things will have slipped through. A great deal was learnt in assembling this and my next project will be an entirely self-designed equivalent using the principles learned here from some of the far more accomplished uploaders.
Credit :
Smelter - u/bugqualia
Science - Anonymous.. (Small tweaks to circuit ratios)
Mall - ActiveLlama's Starter Base (Troy Mackay updated version)
Train unload stations - https://www.factorio.school/view/-MRlUfZhORyl5xBC2yq2
Railway - I am 95% sure these belong to Kitch
Outposts - Julian Haagsma (Slightly tweaked to remove yellow belts/artillery)
Kovarex - Hightower200