Description
Production :
The Main Mall produce :
- From logistic tab : everything except :
- wooden and iron chests
- belts, underground belts and splitters (all mass produced by the "Belts & Splitters" blueprint)
- small, medium and big electric poles, substations (all mass produced by the "Beacons, Roboports & Poles" blueprint, except small poles)
- cars, spidertrons (stupidly overproduced by the "spidertron" blueprint) and spidertron remotes
- roborports (produced by the "Beacons, Roboports & Poles" blueprint)
- concretes and its variations (mass produced by the "Refined concretes and variations" blueprint), landfills, cliff explosives (produced by the "military mall" blueprint)
- From production tab : everything except :
- solar panels & accumulators (both mass produced by the "Solar panels & Accumulators" blueprint)
- burner mining drills
- stone & steel furnaces
- beacons (mass produced by the "Beacons, Roboports & Poles" blueprint) & modules
- satellites
- From Intermediate products tab (not the main mall) :
- nuclear fuels & uranium fuel cells (both mass produced by the "Nuclear fuels & Uranium fuel cells" blueprint)
- From Combat tab :
- power armor MK2
- all equipment except portable solar panels & discharge defense remotes
- walls & gates
- all four turrets
- radars
- artillery shells & extra explosive canon shells (both mass produced by the "Artillery shells + extra Explosive cannons shells" blueprint)
The Military Mall produce :
- submachine guns, combat shotguns, rocket launchers, flamethrowers & Land mines
- uranium rounds magazines, piercing shotgun shells, classic and explosive uranium cannon shells
- classic and explosive rockets, atomic bombs & flamethrower ammos
- cluster grenades, poison and slowdown capsules & destroyer capsules
- cliff explosives
Production rates :
- Main mall :
- 1 Assembling machines 3 for most item production
- Other small blueprints :
- 2 Assembling machines 3 for belts + variations productions
- 1 Assembling machines 3 for roborpots + poles productions
- 2 Assembling machines 3 + 8 speed beacons for beacons production <=> 0,83/s
- 4 Assembling machines 3 + 8 speed beacons for accumulators production <=> 2.5/s
- 6 Assembling machines 3 + 8 speed beacons for solar panels production <=> 3.75/s
- 18 Assembling machines 3 + 8 speed beacons for refined concrete production <=> 75/s
- 5 Assembling machines 3 + 8 speed beacons for artillery shells production <=> 2/s
- 20 Centrifuge + 8 speed beacons for nuclear fuels production <=> 1.25/s
- 2 Assembling machines 3 + 8 speed beacons for uranium fuel cells production <=> 18.9/s
- 1 Assembling machine 1 for spidertron production <=> 0.05/s (3/min)
- Military mall :
- 1 Assembling machines 3 for submachine guns, combat shotguns, rocket launchers, flamethrowers productions
- 1 Assembling machines 3 + 8 speed beacons for piercing shotgun shells, classic and explosive uranium cannon shells, flamethrower ammos, cluster grenades, poison and slowdown capsules & cliff explosives productions
- 2 Assembling machines 3 + 8 speed beacons for Land mines production <=> 10/s
- 16 Assembling machines 3 + 8 speed beacons for uranium rounds magazines production <=>10/s
- 10 Assembling machines 3 + 8 speed beacons for classic and explosive rockets productions <=>7.81/s each
- 2 Assembling machines 3 + 8 speed beacons for atomic bombs production <=>0.25/s
- 2 Assembling machines 3 + 8 speed beacons for destroyer capsules <=>0.83/s
Important informations :
See the constant combinators for ore and fluid inputs.
About The "Belts & Splitters" blueprint, it use some filtered storage chests for yellow or red belts recycling and produce both blue and red full set but not the yellow one. And if you ask, all the storage tanks are for lubricant side products buffering. As they are not used is this blueprint, I haven't found any better idea than to store them and flush the two network when full :/
About The "Artillery shells + extra Explosive cannons shells", as the artillery shells use the explosives cannons shells as an intermediate product, you can't use the two products as the same time : the "extra" is there to remind you that fact.
About the "Solar panels & Accumulators" blueprint, there was some room left so i just fill it with storage tank for sulfuric acid. Fell free to use it as a side product when the main production is stopped.
About the ""military mall"" blueprint, Make sure to connect both the roborport at the end of the koravex enrichement process line and at the end of the red circuit production line, to the logistic network. Otherwise, all the provider chest wouldn't be connected. If you want uranium-238 production, you will have to feed the first (the closest to the refinery) koravex enrichment centrifuge of each of the three lines ! At least a 40 uranium-238 load per centrifuge. If you want combat shotguns, you will need to have a wood provider chest connected to this factory, or you can just feed the requester chest next to the dedicated assembling machine.
About the ""Nuclear fuels & Uranium fuel cells"" blueprint, you need to manualy launch the uranium-238 production, you will have to feed the first (the closest to the refinery) koravex enrichment centrifuge of each of the two lines ! At least a 40 uranium-238 load per centrifuge.
About the ""Spidertron"" blueprint, you need to have a fish provider chest connected to this factory, or you can just feed the requester chest next to the spidertron assembling machine (at the assembling machine group beacon-less corner). AND beware of the iron ore input belt hide among the copper ones !
Link to usefull blueprints :
For the credits, I used the perfect NRC's smelting lines which can be found here : https://factorioprints.com/view/-L_FmMLJqvwVnGf0KRCW
If you need modules productions, there are these awesome blueprints for that : https://www.factorio.school/view/-MJqfshTilgSzcQhKP5f
Finally, if you want an end-game science production factory (a design optimised for 6 science tech), you have this, once again, perfect blueprint : https://factorioprints.com/view/-MSJtnaSWVU456zeFvtJ (cf. comment below from Oxyl)
Pointless informations :
I love solar + accumulators for energy because they are almost Cpu free ^^
Note that all the blueprints could certainly be improved, optimized or corrected and none work at a 100% efficiency, both because a mall isn't designed to procude all the items in the same time, so smelting and intermediate production could be under/over-sized AND because I like to play empirically x). So fell free to report (and fell free to let me know if there is any English mistakes too ^^).
Ps : Yes, I know, the way I organise my belts is a true abomination but this is what make me happy when playing this game x)
Changelog :
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V0 : initial release with main mall and three small blueprints.
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V1 : gradually add all other blueprints
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V2 : three major corrections and a minor space optimisation update
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an electrification problem and an inserter speed related problem on the "Solar panels & Accumulators" blueprint : the beacon line on the extreme right wasn't connected to any pole, in addition, the solar panel assembling machines was green circuit underfed.
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a intermediate production problem on the "Artillery shells + extra Explosive cannons shells" blueprint : the radar gear production was underfed and the radar assembling machine was on a too low tier (I initaly put a lvl 1 machine, believing it would be speed up by the beacons :p )
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the space optimisation update affect the "Beacons, Roboports & Poles" blueprint
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V4 : change the koravex enrichment centrifuge patern of the two blueprints which require it. It is now a circular one which only need the first centrifuge to be initially fed. It also correct a stuck state of the line which eventually occur in my previous patern :p
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V5 : add spidertron factory
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futur V6 : i will try to correct a global green circuit factory problem : as i frequently don't mix iron and copper plate on an unique belt, 1 stack inserter isn't enough to assure a good transfer rate for copper cable and green circuit factories :/