Description
Fulgora Mall Mark 2
Version: 1.00 Beta 4 Factorio version: 2.1
The last version compatible with Factorio 2.0, Beta 2, is available here.
This is my second Fulgora mall built from scratch, using a different approach from the original sushi-based version.
The blueprint book contains two versions:
- Normal-building version: This is the main version and the one the design was built around.
- Legendary-building version: This is not a separately optimized design. It is mostly the normal version upgraded to legendary buildings, with several simple fixes required to make it work at the higher speed.
The design is intended to work with both 0% and +300% scrap productivity. Most Fulgora designs work fine without scrap productivity, but when productivity increases, they simply process fewer scraps instead of utilizing the additional output. This mall adjusts to the available productivity, with different parts starting or stopping when needed. For example, it produces additional electronic circuits at low productivity and scraps excess electronic circuits when productivity is high.
Scrap processing
240 scrap/s produces:
- 144 items/s at 0% scrap productivity
- 576 items/s at +300% scrap productivity
With 480 scrap/s, two stacked turbo belts are enough for the output at 0% productivity. At +300% productivity, the output requires almost five stacked turbo belts. The previous mall used two sushi belts. This version uses four sushi belts that are sorted immediately, with logistic bots moving the remaining overflow as productivity increases.
Belts handle most of the output at low productivity, while bots provide additional capacity at high productivity.
To use
- Place the blueprint.
- Add several hundred logistic bots to start the system.
- Connect the fluid input.
- Connect the scrap inputs.
- Connect external power for the initial startup.
The blueprints produce their own power while operating, but they still require an external power connection for the initial startup.
Notes
- This version requires Factorio 2.1.
- The blueprint was tested with both 0% and +300% scrap productivity.
- The cargo landing pad recycler is used to void concrete.
- This is a beta version, so feedback and reports about any problems are welcome.
For anyone who prefers the original sushi-based approach, the first version is available here: https://factorioprints.com/view/-OX4QBKmwEZ6dIBJY5C5
Updates
v1.00 Beta 4 - 13/08/2026
- Changed: Artillery production now receives refined concrete by belt instead of logistic bots.
- Cleanup: Removed unnecessary turbo underground belts near recycler production.
- Cleanup: Removed unnecessary turbo underground belts near Power Armor MK2 production.
v1.00 Beta 3 - 05/08/2026
- Added: Added a warning when the logistic bot count is too low.
- Fix: Updated power production, combinator production, and chest production to work with the Factorio 2.1 changes.
- Changed: The normal-building version now produces more quality accumulators.
- Changed: Added quality modules to recycler production.
- Changed: Steel is now prioritized for recyclers over rocket silos, and for rocket silos over space platform foundations.
- Changed: Increased the storage limits for construction bots and logistic bots from 100 to 200 each.
v1.00 Beta 2 - 27/07/2026
- Fix: Added several missing inserter filters.
- Fix: Prevented a possible ice deadlock in the normal-quality version when the steam turbines are not working. Thanks to Rick Jordan for reporting it.
- Added: Landfill storage chests for exporting excess landfill.
- Fix: Improved iron plate disposal speed, which also prevents a possible iron gear deadlock.
- Fix: Made several changes to the legendary version to prevent deadlocks when the recyclers work too quickly.
- Fix: Corrected the modules in the ice voiders.