Originally shared on the public FactorioPrints / Factorio School archive (factorioprints.com · factorio.school). Authorship preserved from the public catalog.
What is this?
A huge belt-based, circuit-controlled mall with an integrated logistic storage. (or without. it's up to you)
19/01/19 EDIT: Make sure to update your 'prints to the latest version with all the fixes, again! also, pics might be slightly outdated but changes are minor.
reminder: you can open pics in a new tab by right-clicking or something!
Notable features
Fits snugly within 2x6 chunks.
Designed on a regular grid layout! ...maybe I do have OCD???
Uses combinator logic to manage item production. Control how many and which items are crafted all from one place!
Logistic storage chests can be embedded in the mall, or not!
Has an integrated kovarex centrifuge to slowly but efficiently make U-235. Circuit designed originally by doctrosix. (which is a bro <3)
Will recycle used up uranium fuel cells.
Makes almost everything™ (...*rolls eyes*)
this is the finest italian spaghetti.
it Makes almost everything™, but not the items in the following list:
Items the mall will NOT craft (and why):
Iron axe, pistol and shotgun. (not worth the hassle, sadly)
Artillery shells (not enough space for significant production)
Any module (should be made elsewhere; speed 1 is the only exception to this)
Any armor (sorry for the inconvenience! more on this later...)
Any fuel (should be made elsewhere)
Any rocket part (should be made elsewhere)
Any science pack (should be made elsewhere)
Does not empty nor fill barrels. (too situational)
That said, it will craft everything else that you might ever need
and EVEN MORE!
:0
I mean it. Stuff like slowdown capsules or burner mining drills! F***ing landmines! and ALLkinds of ammo!
Hell, even the discharge defense remote! You've got them all, provided you've researched the technologies and set the requests in the combinators!
NOTE: The mall does craft construction and logistic bots, but it's very slow and inefficient about it.
You should already have a dedicated plant for bot production by this point in the game anyway, so this shouldn't be an issue.
Required inputs
1 water pipe
1 crude oil pipe
1 petroleum gas pipe
1 lubricant pipe
5 iron plate belts
2 electronic circuit belts (green)
1 advanced circuit belt (red)
1 processing unit belt (blue)*
1 steel plate belt
1 copper plate belt
1 coal belt*
1 iron ore belt*
1 stone belt*
1 stone brick belt*
1 uranium-238 belt OR 1-1-1 train**
*: these inputs actually use only half of a belt.
**: a 1-1-1 station that acts as an uranium-238 input is nestled at the back of the mall.
Intermediate products such as batteries, engines, explosives and so on will be crafted for internal usage only and won't be made available on the logistic network.
neat!
Book contents
Included are four variants:
Tier 1 with integrated logistic storage
Tier 1 with passive provider chests
Tier 2 with integrated logistic storage
Tier 2 with passive provider chests
Tier 1 means red belts & assembly machines 2 wherever possible. Tier 2 means blue belts & assembly machines 3 everywhere.
In the "with passive provider chests" versions, goods are outputted into passive provider chests. And that's it.
(whenever you see an iron chest you should leave its contents alone, as they are to be used internally by the mall)
In the "with integrated logistic storage" versions, goods are outputted into specific filteredstorage chests.
(some low-tier items will still be output in passive providers. Again, leave the iron chests alone!)
NOTESabout the integrated storage design:
No storage chest is unfiltered, and there is a chest for every item in the game. (yes, even barrels)
IF there are no other storage chests in the network, the mall will effectively act as logistic storage and store up to a chestful of every item. Plan accordingly.
This allows finer control over item production and also to recycle some old items into higher tiers.
(namely assembly machine 1's, yellow and red belts)
Additional blueprints & info
Also included in the book:
Redbeltmaker, an early-game plant stack-limited to make enough red belts, undergrounds and splitters to build a Tier 1 mall.
Armormaker, a late-game bot-based circuit-controlled armor-making assembly machine row. AKA: a meager consolation.
Armors are not crafted in the mall for multiple (arguably stupid) reasons:
Module 3's are not produced in the mall. I didn't like the idea of having to rely on external production.
As soon as a new armor tier is available, previous tiers become useless.
The required amount of armors can usually just be crafted manually.
By the point you might need multiple armors, you should already have a high module 3 and processing unit production, thus being in "late-game".
Because of this, I believe the Armormaker thing should be a good enough alternative to satisfy your armor-making needs. At least I hope so? ¯\_(ツ)_/¯
Setup guide
TL;DR:"i'm not gonna fucking read this" edition
Plop the blueprint and connect it to belts & pipes. U-238 is fed from the back, either by train or belt. Also put 40x U-235 in the kovarex centrifuge.
Flip ON the combinator that reads "M A L L".
If needed, tweak item amounts in the constant combinators. (uranium stuff is OFF by default)
Enjoy!
Slightly longer edition
Step 1
Place the blueprint and let the bots build it. NOTE:Chests in this mall aren't stack-limited! The circuit network limits production by comparing chest contents to user-defined constants and disabling inserters accordingly.
For better results, make sure the circuit network is completely built before proceeding to the next step.
Step 2
Connect belts and pipes. Uranium-238 is fed from the opposite side of the mall and can be connected at a later time.
Step 3
Check if the item values stored in the combinators are set to your liking and, if not, modify them. Some values are set to 0 by default, for example stone furnaces or rocket silos. To let the mall craft them, increase each value to the desired amount. NOTE:The combinator containing uranium products and nuclear reactors is turned OFF by default. Turn it ON when you have enough resources to spend on reactors or when uranium-238 is available.
Step 4
Locate the constant combinator that reads "MALL GLOBAL SWITCH" and turn it ON. Doing so will both allow machines to output goods and enable raw resource input.
The mall will now start making everything but uranium products! When you are ready to connect uranium proceed to the next step.
Step 5
Feed uranium-238 and kickstart kovarex enrichment. Uranium-238 can be provided either via the integrated 1-1-1 train station or by using belts, like the yellow belts in the picture. (not included in blueprint) Once you have 40x uranium-235, you can start the kovarex enrichment process by putting it in this centrifuge.This machine will then feed itself and always output the extra uranium-235. NOTE: You can set a request for U-235, but the requests for atomic bomb and uranium fuel cell must have been satisfied first for the mall to be able to stockpile it.
And that's about it!
The kovarex centrifuge's circuit was designed originally by doctrosix, a friendly fellow that first introduced me to circuit networks!
This design, adapted to fit in the mall, does not waste any U-235 and he was very kind in letting me use it! So, huge-ass thanks to him! <3
Additional screenshots & notes
did I mention that the maximum distance of every underground is FOUR (4) tiles? If you wanted, you could build this with yellow belts! x_x
the empty side of the central belt is used to move different goods throughout the mall.
Crude oil is only used to make flamethrower ammo. Excess petroleum gas will be recycled.
Some solid fuel is produced for the 1-1-1 train station, but it's not output to the logistic network.
The station's chests are stack-limited to 3 stacks. Remove the chem plant when better fuel is available. NOTE: the refinery's recipe has to be set on basicoil processing.
Final notes
Most pictures in this post are lacking two roboports near the main input belts. I had forgotten to add them. What can I say, I'm lazy!
Why making this mall, you might be wondering? Like, I don't know. It pains me whenever i read "On the way: 0".
HOPEFULLY everything is set correctly. : )
19/01/19 EDIT: v4 is out!
Lab assembly machine now works again.
fixed stack inserters production getting stuck, hopefully for good this time.
fixed laser turrets getting stuck when discharge defense or personal laser turrets were backed up.
added a default request of 100 U-235 and edited combinator logic a little.
added chests for engines and electric engines, default requests are 0 and 20 respectively.
minor changes to belts.
03/01/19 EDIT: fixes problems again
Redesigned belt crafting area in all mall blueprints.
Updated circuit logic in Inserter crafting area and Assembly machine crafting area.
Added two beacons on the gears assembly line that feeds the belt crafting area.
Added back Redbeltmaker, idk why it was missing. : |
24/12/18 EDIT: The "integrated logistic storage" versions have been updated:
fixed circuit logic problem regarding recycling lower tier items. Thanks to Aaron for pointing this out!
changed the fast inserter inputting gears to the stack inserter assembly machine to a stack inserter.
added a splitter that should allow more gears to reach the roboport assembly machine during high demand periods of belts.
Feedback, suggestions, comments and bug reports are always appreciated.
Feel free to contact me through the factorio forums by sending me a PM, if needed.