Description
After running out of time on 0.15, my goal now is to make a mega base worthy to launch all spaceX components per minute with bob and angel mods on 0.16. Most should probably work on 0.15. Looking at 25+ rockets per minute each one with different part of a spacex deep space ship, god have mercy on my cpu.
Taking a different aproach of using creative mode to create expandable hybrid like productions blocks for different products. Focusing on static maximum through put mostly using blue belts because they have a rounded speed of 40/s unlike the green and purple. But most blocks will support using purple belts (66.6/s) with enough speed modules.
Gonna have to end this blueprint book with just sorting, it will only get more complicated going past sorting. Will start another for next steps.
What To Expect
- This is a work in progress and will add to this as I continue.
- Everything will be done with highest possible tier. (assemblers, inserters, belts, trains, bots)
- express stack inserters can handle 40/s from box to assembler at 10 stack size (can be researched higher)
- express inserters with stack bonus can handle the compression to belts, needs 3 for blue 40/s
- belts will prioritize blue 40/s, the bot assisted blocks can max at purple 66/s depending on liquid needs.
- bot speed 5 important, cargo size dont care
- There will be variants of belt based and hybrid belt+bot based assembly blocks due to limited space around assembly machines.
- Circuits! Lots of them, I am not a novice and not a genius, however I love light indicators and smoothness that can be done with circuits.
- Large transport via trains with LTN mod. Thanks to Odhrean's LTN Blueprints, I learned great deal about LTN mod, through put and circuits.
- Secondary transport system with
- Mini bot networks for specialized areas like train stations or high through put assembler blocks, small areas.
- Belts as the limit of what a block is capable to produce. All will belt compression logic to reduce UPS.
- Will be shooting for blue(40/s) mostly, but most will be capable of purple (66.6/s).
- Liquids will mostly be transported by pipes (god have mercy). Pumps Everywhere!
- Will include small blueprints used for various things. Splitters, indicators, switches, fluid testing rig, counters.
Mods Used
- main
- bob's complete mod list (never used the adjustable inserters)
- angel's unlimited ore, sorting, smelting, chemicals, bio (no giant chests/tanks or the logistics)
- Logistics Train Network (LTN)
- space x mod, some day will get here, was close in 0.15
- secondery
- flow controll (will eventually use, will mention if a blueprint has this)
- natural evolution enemies/expansion , no ne buildings.......yet.. nah
- creative mod
- rso mod, because ore is still too common
- helm mod planner thing
- shia clear inserter, yeah this is cheating, will do until i redo the train balanced loading logic, so many bugs i found
- rampart and walls block spit ballz, kinda pointell distraction but hey gotta roast them or ill lose my mind
- what is it realy used for, kinda necesery despite me already having dreams about factorio every day
- auto research
- flavor
- evo gui
- day night extender
- time tools
- botle neck
- shiny icons and stuff
- bullet trails, oh boy love me some bullet spray
- laser beams, sadly personal beams are still vanilla
- nice fill, gues having no odd boxes looks nice
- waitex, what ever got 12gb of VRAM to spare
- helicopter
- drive assist
- noxie tubes, i like for testing
- progressive runing
- no artilery map reveal
- EPIC ARTILLERY SOUNDS, actualy i dont even know what the vanilla sound is
- mini loaders, not interested in loaders realy, unless they become more balanced with game, this one actually seems nice but easy
- noxie trees, is it working? cant tell
Ore Crusher
- 10 bots needed
- 2 input belts, ore
- 3 output belts
- 2 crushed ore
- 1 crushed stone
- set up for blue belt (80/s) capable of purple (133/s) with more speed beacons
- 1 beacon mk3 with speed 8 x6, 2 speed 8 inside assembler
- features compressed burst of produced materials on belts and pretty indicators
Floatation Cell
- first version using no bots because assembler is huge, huge makes it possible
- crystals output is uncompressed because too tight (might atempt to fix this later)
- buffer for input needed because inserters close to assembler are stalling too long (assembler with 40+ speed problems)
- other version use bots for organizing input/output
- v3 can be placed side by side if you are capping production at 40/s as intended, because 1 pipe of fresh water can suply 2 at 40/s p.
- only using 1 blue belt as input
- needs 3 beacons mk3 with speed 8 x6
- IMO highly sudgest not to go over 40/s production
- if you stay at 40/s you can pull enough filtered water for 2 blocks from a single pipe, needs max preasure
- 2 blocks needs: seriosly max pressure, as in no more than 3 pipes between each pump, underground counts as 2
- 2 blocks: will need to use fat pipes with 20 capacity, couldn't get enough liquid with 10

Leaching Plant & Ore Refinery
- standard no bot block, because assembly machine is big enough, will need bots for a x2+ production
- depending on your preference of using catalyst sorting vs regular, you might not need to stack many of those
- standard 40/s but can handle purple 66/s (will need near max stack bonus to handle belt speed with 4 inserters)
- leaching plant needs 3 full mk3 beacons speed8
- leaching plant can support up to maximum what the pipe can handle, x5 to x10 depending on pipe sharing; will need bots
- ore refinery needs 2 beacons mk3 with 8x speed8 modules combined
- ore refinery produces x2 amount of items vs leaching plant, so it can support a x10++ production with enough beacons and bots

Ore Sorting*
- v1 would work for all variants of sorting tiers, output mixed, optimized for crystals tho
- Serious throughput
- 260 IN, 4 purple belts (66.6/s)
- 198 OUT 3 Purple Belts (66.6/s) mixed items on belt i know sucks, v2 will have dedicated with 600/s total output
- ore sorter needs 3 productovity8, mine has speed penalty per module like vanila, and 6 speed8 in single mk3 beacon
- crafting speed needs to reach 20
- productivity to +120%
- bulky configuration for output
- automatic math for lights, stop, start
- just set desired (B)uffer per chest, (C)hest amount percentages for lights (L and H) and (P)ause output; set requests in second box
- can work with how ever many chests you want and mixed requests, configure it properly
- Serious throughput
- v2 optimizing speed numbers for crystal sorting, needs 150 bots confortably.
- very huge because automatic settings same as V1, set up desired buffer and lane filter etc..
- removed balanced chest redistribution because circuit to slow to handle full throughput
- a dedicated line for each crafted ore, 9 in total, so 9 lanes; example:
- 3 lanes for iron
- 2 lanes for copper
- 4 lanes for the 4 other ores
- 600/s OUT, 9 purple (66.6) belts
- 788/s IN, 12, purple (66.6) belts with tiny tiny overhead
- beacons, substation and logistic tower all fit inside the box.. barely
- very huge because automatic settings same as V1, set up desired buffer and lane filter etc..
version 1

version 2. There is a fine line when we must start downsizing, it is somewhere around there. Cant push any more throughput from this if you wanna stick to belt bus.

Can greatly reduce combinator amount of we use preset values everywhere. How ever will take long time to change numbers everywhere should you want to adjust how many chests and buffer size are conected... like very long, more chances to screw up.
Assembly Crafting Speed Throughput & Belts & Pipes
If receipt is designed 1:1 (ingridients:produce) then crafting speed on tool tip represents how many items you will push to belts. Notice how Ore Crusher, Floatation Cell and Leaching plant is caped at near 40 crafting speed. This is because I am using blue 40/s belts. However the Ore Refinery has a ratio of 2:2 /s, so I only need the crafting speed to reach 20 to fill up blue (40/s) belt. Never have it below your desired belt speed, always tiny bit higher so there is always a small buffer built up.
Belt Compress & Decompress
I personally will stick with blue mostly but apparently you dont need stack inserters at all for blue compression because the express inserter reaches the stack size of 3 as well; and more.
| Belt Type | Express Inserter MINIMUM Stack Size needed, box to belt |
|---|---|
| blue (40/s) | 3 |
| green (53.3/s) | 4 |
| purple (66.6/s) | 5 |
| research | inserter stack size | items per second speed, box to assembler |
|---|---|---|
| 5 | 8 | 48 /s |
| 6 | 10 | 60 /s |
| 7 | 12 | 72 /s |
Inserting From Box to Assembler & Vise Versa
If you are inserting into box from an assembler or into assembler from a box, you will only need one inserter (at maximum researched stack bonus) to liquidate 1 belt worth of goods per second from a box.
WIll keep adding more stuff as I go will likely not explain all of them just few, because most will be similar.
Fluid through put tester: The included fluid test contraption is very handy if you can reliably conect the input and put put to renewable source like offshore pump and the output to any form of fluid void. It has a combinator on left side that fills the tanks in one state and starts the test in second state (on/off besicaly). The right side you need to put 1 item of anything in the midle box, then threshhold is reached it puts the item up or down depending on winner. Then after reaching 99% transfer it automatically starts draining and resets. Now go back to let side and flip the combinator to start refilling the tanks. This saved me hours in manually filling and emptying tanks for test. < will clean up this paragraph/ blueprint later.
would love to hear any input and improvements on blueprints I already put up.


