Description
See the accompanying reddit post for details & discussion: https://www.reddit.com/r/factorio/comments/b868fh/a_mall_to_end_all_mall_designs_20_i_promise_this/ Note: Picture is from Version 1.0
Features:
- One Mall for everyone: 13 Elements, 4 Mainbus connector styles & infinite combinations.
- 2 Layout options: Normal and KoS-Style double wide version
- Place in the order of YOUR liking
- LEAVE OUT or ADD multiple versions of the same module.
- Non-discriminatory and inklusive <3 Even for those weird people who don’t belt their gears and sane person alike!
- Insane amount of underground belts? Check!
- Bot-Prime same day delivery - Provider chest for every product
- Almost all limited to 1 Stack unless it made sense to go for more (belts, trains, rails, …)
- Also Includes chest for dumping low tier items (Belt Stuff/Assembler)
- Simple and easy to handle full belt inputs - No need to mess with merging belts and products on the right lanes for desired outcomes
- Everything is belted that a sane person would have on their mains. - Only requests lubricant barrels (but allows piped input) and Concrete
- Fits between roboports if you use a roboport-grid for your base (even the KoS-Style version as of v1.1)
- Accessible and useful early (red/green science):
- Does not use blue belt or Assembly Machine 3.
- It’s 0.17 Baby! Use upgrade planner to up- or downgrade (even works on ghost ! )
- Lights included & straight power pole lines for those who are OCD about it.
What does it not include? / What is it not?
- No wooden items / burner miners and similar starting items
- Ammo & Explosive items (which will go into a separate mall if I can finally bother to finish the design)
- Armor, Utility/Combat items & vehicles (power armour, tanks, …) which are not worth to automate unless you play on a big server but then I suggest a dedicated spawn area for that.
- The modules do not separate between research stages/ your progress in the game but instead are thematically sorted.
- That means there is only one version but since the upgrade planner is now part of vanilla I’m sure you’ll manage to upgrade the assemblers and belts if you so desire later in the game.
- As for items you haven’t researched yet: Since the BPs are small (unlike regular mall designs) you can always check easily what you were missing and what you need to add after researching it.
- Pro-Tipp: Personally I remove assemblers which don’t produce anything yet after placing the BP as a reminder for later. Also allows me to just drop the BP down on top of it once I researched it.
- Science Labs & Coal powered furnaces. This one might be controversial but I believe most people build their lab array usually once and furnace scaling only really becomes a thing once you got beacons and modules with electric furnaces. A mall in my opinion is supposed to help you get those items that you require constantly or at least on a regular basis during your play session. If you need a lot of coal powered furnaces feel free to change the design (or rather just the recipe for the assembler)
- Modules (Efficiency, Speed & Productivity) as that belongs into a dedicated module factory as well (If you think thats not true, then your factory is too small.
Changelog: v1.0: Initial release as fully modular design
v1.1: KoS-Style now fits between Roboports; Added KoS-Style Interface with Gear Production (1D); renamed "Turrets & Walls" to "Defenses"; removed a requester chest for Assembler 1 from "Core"