Description
This base was originally designed with 2 goals. One, to produce and consume 2.5k Science packs per minute consistently, without train locks or supply shortages. Two, to be capable of doubling. Goal one was fully achieved, goal two has not been tested.
I'll just make a quick note that this base runs at 60/60 on my Macbook pro, 2.5g I7 (except when i'm near the green circuit build)
While this base has run 50+ hours flat out at 2.5kpm I welcome any advice or errors found. Post anything you find below and I'll get the blueprints updated with any needed fixes. It is run without biters, and no military science is produced. I'm considering putting in a military science build just to complete out the base. If I do I'll update the book.
I have not included power or oil in the book simply because I am not happy enough with those builds to share them. Power is a personal choice in your base, I am using nuclear with many different builds of various sources. None of which I am completely happy with.
For Oil, I am using several builds capable of handling about 1kpm, then have them placed at the various oil fields. Again, I am not completely happy with the performance of them.
I'll continue to add more detail to this book, going through each blueprint as I have time. It may take several edits/sessions. Check back if the details on the build you are interested in has not been completed yet.
I just realized that I should note before you have to import it, that these are all built for a 3-8 train system except liquid which is 2-3.
- Engines
- Basic 12 Beacon Design
- Makes it's own Gears and Pipe.
- Inputs are Steel and Iron
- Max Rate Calc = 2419 per minute
- Logistic Science Packs (aka Green Science)
- Basic 12 Beacon Design
- Makes it's own Gears, Belt, and Inserters
- Inputs are Iron and Green Chips
- Max Rate Calc = 2576 Per Minute
- Labs
- Basic 12 Beacon Design
- It's a little....OCD triggering because it's based off another design that only ate about 1kpm. I just haven't felt the need to fix it. Feel free to improve.
- Automation Science Packs (aka Red Science)
- Basic 12 Beacon Design
- Makes it's own gears
- Copper and Iron Inputs
- As you can see it is only on one side of the rails, and can easily be doubled up (by design)
- Max Rate Calc = 2553 Per Minute
- Chemical Science Packs (aka Blue Science)
- Basic 12 Beacon Design
- Inputs for Engines, Red circuits and Sulfur
- Max Rate Calc = 2688 Per Minute
- Utility Science Pack (aka Yellow Science)
- Basic 12 Beacon Design
- Inputs for Low Density Structures, Blue Circuits, and Robot Frames
- Max Rate Calc = 2688 Per Minute
- Production Science Packs (aka Purple Science)
- Basic 12 Beacon Design
- Inputs for Rail, Furnaces, Productivity Modules
- Max Rate Calc = 2680 Per Minute
- Furnaces
- Basic 12 Beacon Design
- Inputs for Red Circuits, Brick, and Steel
- This is slightly over producing for this base. (IIRC)
- Max Rate Calc = 2700 Per Minute
- Low Density Structures
- Basic 12 Beacon Design
- Inputs for Steel, Copper, and Plastic
- 2 Builds of this required for base
- Note simple circuitry on rail signals to ensure both builds get used
- Max Rate Calc = 2016 (x2) Per Minute
- 5kpm Steel Smelting Outpost
- 8 Beacon Design
- Belt Driven
- Based on a 2.4kpm blueprint designed by someone else
- Each line produces a blue belt of Iron, then turns that into Steel before loading to a train
- There is one furnace that almost never produces, but it doesn't seem to affect producing a full belt of Iron
- Max Rate Calc = 5787 Per Minute
- 6kpm Brick
- Basic 12 Beacon Design
- Inputs Stone
- There is an extra rail line that is for another build. You can delete that and move the top half down a few tiles if desired
- Max Rate Calc = 6030 Per Minute
- 21kpm Rail
- 12 Beacon Design
- Makes it's own Iron Sticks
- Inputs are Steel, Iron, Stone
- Easily doubled by stamping above the rail lines
- Max Rate Calc = 21,600 Per Minute
- 25k Copper Build
- 8 Beacon Design
- Mostly the same as the steel build without the extra step
- Max Rate Calc = 28,710 Per Minute
- 25k Iron Build
- Acid Transfer
- This simply takes Acid from trains that go between the acid production and transfers it into tanks
- Trains take acid from tanks here and bring it to the various builds around the base
- The goal of this was to more evenly distribute acid use/production between several smaller acid production sites
- Now it may not be needed as the Acid production below is MUCH more robust than the several smaller ones I had before
- Battery
- Blue Chips
- Based on (or direct copy from) an old xterminator series back in .15
- Base needs 2 of these
- Copper Transfer
- Electric Engines
- Green Chips
- 12 Beacon Build
- Inputs for Copper and Iron
- This is a very (Too?) large build. IIRC it produces about 53kpm and requires a large number of robots to function. I have 2100 logi bots in there and there are still times none are available.
- This could be scaled down to only one row, halfing the production, or cut the ends off to make it less wide (or a combination of both)
- I have 3 of these builds in my base, though I think only 2 are needed, I have the 3rd for train flow and throughput.
- Watch your FPS and UPS on this one, mine drops when i'm near it
- There is some simple circuit logic to control the rail signals and to ensure all 3 stations are used
- Check the comments below for some additional info on this build and a problem found with it.
- Iron Exchange
- Labs Wait Station
- Based on (or direct copy from) an old xterminator series back in .15
- I believe the circuits here were designed by MojoD (simple enough, just want to give credit)
- I've included the trains in this blueprint and I think the circuit conditions should move over too. Basically, the trains should wait at that station until the number of available science packs goes below the number set in the combinator. On mine there are the exact same number of pots available, so I had to vary the number they moved with, otherwise they were all just trying to move into the next station at the same time. Your milage may vary.
- The roboports at the bottom must be in the same network as your labs for this to function properly
- Modules
- Plastic Transfer
- Trains from various plastic production sites bring plastic here, transfer it to chests and go back for more
- Trains from various builds come here to pick up Plastic
- This may not be needed if you run just a single huge oil/refinery/plastic production location
- Red Chips
- Based on (or direct copy from) an old xterminator series back in .15
- Base needs 3 of these
- Robot Frames
- Rocket Control Units
- 12 Beacon Design
- Fairly large build but with a long crafting time the Bots are not too busy
- Max Rate Calc = 1792 Per Minute
- Rocket Launch
- Mostly a 12 Beacon design
- 3 Sections to include Radar, Accumulators, and Solar panels at the top, moving those down to the Satellite production at the center and rocket launch at the bottom.
- This is all in one robot network and works fine but could be further separated if you want different networks
- There are simple circuits on the inserters for the Satellite to limit available Space Packs to 20k. Change as desired.
- Steel Exchange
- Steel from all outpost production comes here and transfers into chests
- Trains from the various builds come here to pick up steel they need
- This more evenly disperses the use of various outposts and minimizes trains waiting empty in a stacker
- Sulfur and Acid Production
- 12 Beacon Build
- This is dedicated Acid Production, nothing else is made here
- At 2.5kpm this build over produces and spends much of it's time idle, it MAY scale up to 5kpm, I have not done the math on that.
- Alternately you may be able to get sulfur from here with an added station, again I've not verified this or done the calculations.
- There is some simple circuit logic to control the flow of oil/petroleum
Production Screenshot (Stats) https://www.dropbox.com/s/acfzr09iyb2twls/Screenshot%202020-04-08%2018.52.55.png?dl=0
I've converted all of my power to this https://factorioprints.com/view/-Kp1YWKm_JIXUisCB1lo the factory needs 3 of these.
V .01 Original Blueprint Book
V .02 Found some Speed modules where Productivity should have been in Yellow Science. Updated to fix. (overall output uneffected according to Max Rate Calc.