Description
This book is to help those attempting the No Spoon Challenge.
Using this setup I’ve launched in under 4 hours, so under 8 hours should be easy. Science production target is 0.5/s though there are enough assemblers to exceed this. The basic setup required 2 yellow belts of Iron, 4 of Copper, and 1 belt of both Steel and Plastic. Productivity Modules are only beneficial in labs for purple and yellow research.
Main Line
Science production area, mainly uses a line of Iron and Copper. A full yellow belt works but upgrading to red is preferable. For early game, there is enough space between red and green science to insert directly into a lab. Additionally, there is room for duplicate Gear and Green Circuit assembler to for collection by player.
When you have enough construction robots remove the belt, allowing yellow research full use of robot frames. The Productivity Module 2 assembler (top right) should be changed to module 3 when you have 20 level 2 items. This makes 4 level 3 Productivity Modules worthwhile in the missile silo.
Main Line Input
- Plastic [1.5/s ≈ 1 Chemical Plant]
- Solid Fuel [0.25/s ≈ 1 Chemical Plant]
- Steel [5/s ≈ 80 Stone / 40 Steel]
- Lubricant [2.5/s ≈ 1 Chemical Plant]
- Stone [2.5/s ≈ 5 Electric Miners]
- Brick [1.67/s ≈ 6 Stone / 3 Steel]
- LDS [0.5/s ≈ 14 Assemblers]
- Blue Circuit [0.33/s ≈ 5 Assemblers]
- Red Circuit [1.67/s ≈ 14 Assemblers]
Advanced Oil
This layout isn’t ideal but includes everything you need. For full production, you’ll need 260/s of oil and 13 basic refineries. Advanced oil needs only 190/s oil and 10 refineries or less with cracking. Oil production can be available early on and isn’t need in large amounts until purple/yellow so should be stored early on.
Circuits Maker
This generates the circuits and LDS for purple and yellow science. It devours large amounts of Copper, Iron, Plastic and Steel. The blueprint is somewhat tileable, so if extending you’ll need to increase plates input. Moreover, yellow belts would need upgrading to red belts. Increased production here will have significant impact on overall speed, allowing rocket parts production whilst the silo is researching.
Maker Area
This aims to supply items for construction robots, using excess iron and cooper plates. It isn’t designed to have a good ratio nor rapid production but will create most of the commonly used or expensive to build items. Red belt is a useful addition to this line, other things such as splitters I don’t use enough (or need other inputs) to consider adding here. Sometimes useful to swap steam engine to chemical plant, and underground belt to science lab.
Rocket Parts
I like to add this beside the main line, so any circuits overflow near purple science can generate speed modules. Rocket fuel can be produced early on and stored for later, but if it isn’t the amount of assemblers needs to match that of control units. A rocket needs 100 parts, each part utilises 10 items of rocket fuel, low density structure and control units. Having level 3 productivity module in the silo reduces this to 72 parts / 720 of each item. At the bottom are boxes to hold all items necessary to build the rocket silo. Filter inserters show the specific item and box limits are set at required amount.
Other
The other things are standard useful blueprints; a full yellow belt requires 30 electric miners. To fill a full yellow belt 48 stone furnaces are required, though I generally only use 42 for efficient usage of furnaces. 1k concrete is needed to build the missile silo. Another useful ratio is a single water pump can supply 20 boilers (40 steam engines) for 36MW of power, and each full yellow belt of coal can support 34 boilers.
I excluded black research from the main line as it’s no longer necessary, however, I’ve included my compact version if desired. Aside from the compulsory research, I find automobile, robot speed 1, and beacons useful. Advanced oil research also vastly improves oil if that is a problem.
I wouldn’t have been able to design this without a few mods and websites. Creative mod allows instant building and infinite input and electricity for testing. Bottleneck mod helps spot errors and inefficiencies. Two websites Factorio Planner and Factorio Cheat Sheet are indispensable for all ratios and speed calculations.
Update: I've add a blueprint that combines most elements, based on how I use them with my current favoured map, and made some tweaks to the main line.