/r/FactorioBlueprints

Photograph via snooOG

A dedicated subreddit for Factorio Blueprint Strings.

RULES:

  1. Only Factorio blueprints are allowed here. Anything else will be removed.
  2. Please describe exactly what your blueprint is for, this is to encourage a format that is easy to find on a google search.
  3. Please put blueprints in a friendly format. Example: Using the <> (Code) or factorio.school or factoriobin.com (Note that pastebin links expire)
  4. Be nice

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Blueprint site(FactorioPrints)

/r/FactorioBlueprints

14,772 Subscribers

55

Compress 1-4 belts of any color (Stack Inserter Blueprint Book)

14 Comments
2024/10/31
22:21 UTC

0

Help my space ship string is too long

i wanted to send my spaceship to another reddit user, but the string is too long.

i cannot post it or send it via dm, because its over 10.000 letters.

am i missing something?

3 Comments
2024/10/31
16:11 UTC

10

Does anybody have a nice elevated double rail curve?

1 Comment
2024/10/30
05:05 UTC

4

Look for a Specific BP

Hi all, dont know if i can ask questions so if not please nuke this thread.

a while ago i had a bp that had roboports and radars chunk aligned so that everything was covered, it used the big power poles and then medium to branch of to the solitary roboport or radar.

sadly i have lost all data off previous hard drive and therefore lost this wonderful creation.

hopefully some one has it and i can get it back

thank you once agian

4 Comments
2024/10/29
20:36 UTC

39

This blueprint book represents the sum total knowledge of our factory group. This is RedRum's Great Big Book of Everything V1.0.3, may it help you get to space quickly as it has for us.

6 Comments
2024/10/28
19:30 UTC

65

MALL/HUB: BYOM - Build Your Own Mall / A DIY modular mall for Space Age and Factorio 2.0!

This is a cross-post from r/factorio - feel free to upvote there for visibility :) Thank you!

I’m back, baby, and so is my mall! All fresh, sexy, and ready for you to use! Based on my past designs and remade for 2.0.

https://preview.redd.it/qjo9es86axwd1.jpg?width=2774&format=pjpg&auto=webp&s=1ff3c2d17c0faee74575f4d1cb80abbf7501e6ce

But what is it?

If you’re familiar with my past design, you could call it “Modular Mall V3.0 for 2.0 - A Mall to end all Mall Designs,” but frankly, I never really liked that title.

I don’t want to stop you from designing your own mall from scratch—that’s half the fun! But if you don’t wanna do that, then this is definitely the best mall for you!

Right, but what is it really?

TL;DR: A mall that fits YOUR needs. No fuss, no nonsense. Easy to use, clean, and convenient.
Place any module in any order, leave out what you don’t need, and place multiple of what you need more of.
Based on a proven design, updated to 2.0 changes and with valuable feedback incorporated.

Blueprints and Pictures are at the bottom.

In case you know the old version there’s a changelog at the bottom as well including some notes on design decisions. Otherwise, let me hit you with a wall of text:

---

  1. Features & Design Philosophy
  2. Major Changes for v3.0
  3. What it doesn’t do
  4. Call for Feedback
  5. Blueprint, Pictures & Changelog

---

1) Features & Design Philosophy

Before I go into the design constrains and features, let me sell you on it with a pitch like last time:

Do you suffer from one or more of these issues after grabbing a mall blueprint from the internet?

  • You don’t need any trains for your robot empire—but it required at least 9001 new bots per hour? No problemo! Skip the trains and make more bots—yes more! (Also heresy! All hail the train!)
  • You don’t know no circuit wizardry and don’t want nuffin of them cursed magic thingies in your mall? Just save the space! Can’t feel inferior if it’s not even in your mall!
  • Don’t like running down your mall to grab turrets because that idiot creator put them at the very end? No one got time to waste in a death-world—put them at the front and show those biters who’s boss!
  • Your solar farm is still too small, but production can’t keep up? And why is there even steam in that mall... or nuclear? Don’t they know true power is harnessed from the sun? Get rid of it—heck, place more solar production! :)
  • Impress your friends, impress the ladies (or boys)—heck, impress your mom! You can say “I designed this mall,” and it’ll be… well… sorta kinda technically true, I guess? :)

So what is it, and why does it do the things it does the way it does?

  • One Mall for Everyone: 13 Elements, 4 Mainbus connector styles & infinite combinations.
  • 2 Layout options: normal & double wide that still fits between roboports.
  • Place in the order of YOUR liking.
  • Need something badly? ADD multiple versions of the same module.
  • Don’t need something? LEAVE it out!
  • Now you changed your mind? Just add it back in!
  • This mall grows with you, your needs, and your research progression—truly modular.
  • Accessible and useful early (red/green science tech)—includes a convenient upgrade planner for later too.
  • Made for everyone—non-discriminatory and inclusive: Even for those weird people who don’t belt their gears.
  • For real though this should work for everyone - even without Space Age in 2.0 unless I missed something (let me know!)
  • Compact design to keep things neatly together to save you time on your shopping spree.
  • You’re tired of going to the store in the real? Don’t want to grab items from chest? Upgrade to Bot-Prime same-day delivery with Provider Chest for every product.
  • All Chests pre-limited to sane amounts to not waste resources on e.g. 2900 Lights? (we all been there..)
  • Insane amount of underground belts? ✅ Check!
  • No complicated belt-management or merging. Just add inputs as labeled and the Mainbus-Connector does the rest.
  • Supports piped and bot-delivered lubricant.
  • Everything relevant is belted for throughput; only concrete (2 items require it), reinforced concrete (2 items require it), and processing units (1 item requires it) are using requester chests—but you can either hand feed or side load if you prefer that.
  • Fits between roboports if you use a roboport-grid for your base.
  • Lights included so you can even resupply at night & straight power pole lines for those who are OCD about it.

2) Major Changes

  • Recipe changes and feature updates for 2.0:
    • E.g. no more filter inserters (Hooray! Those never made sense to me as a separate thing).
    • This also resulted in merging of the old power and inserter modules.
    • Used the new parameters where they made sense (TIPP: for single parameter blueprints, the info on what is required of you is hidden in the header bar of the window.)
  • Made changes to previous bottlenecks based on playtests and feedback.
  • Adjusted design to be more convenient early on, when you are most likely to start the mall (red/green science only).
  • Added support for Logistic Network Embargo Achievement.
  • Split the Upgrade Planner into 3 different tools: Belts, Assemblers & Chests so you can adapt to your progression.
  • “Wait does that mean… no more logistic chests?! Are you insane?” Yes—I mean maybe—but hear me out: When you start using the mall, you likely won’t have the research already, so you end up manually replacing them with regular chests anyways. Using regular chests from the start and giving you a tool to put them all back with 1 easy click makes the early game more convenient, helps those that want to play without bots for various reasons (achievements!), and while it seems like a step back at first, it made it feel better during actual play. Designing is one thing—actually using it is another. Give it a try and let me know if I was right or wrong.
  • I finally added some Ammunition. Yes, I always said I would make a second combat mall, but I never really felt the need for it. More importantly, I’ve come to the conclusion that it’s not as vital to automate all the combat things, as it is to automate some of the ammunition for all of the players—for that reason you get Shotgun Shells and Magazines. And since it is module-based, you can still leave it out if you play on peaceful.
  • What about capsules? Read the Feedback section below :) But the quick and dirty answer is this: I am guilty of never using them so I tried forcing myself by including them. I mean heck, there is an entire research tree around them, so I wanted to encourage myself to get in the habit early by including the option to play with them. I tried to keep it small for compactness but I fear I went too small with it. I just don’t know how many you really need since I never used them. Likely I’ll either make a proper (probably quite large) module for them or leave them out entirely. Do read the feedback section please and let me know!

3) What it doesn’t do:

  • I won’t include any items that require you to venture to space for its ingredients. Once you get there, you’ll know it doesn’t make sense to add it to a belt-based mall like this, AND it should keep this mall working for all Factorio 2.0 players—even those without Space Age.
  • It doesn’t mess with quality. Feel free to add quality modules, but to seriously produce any quality items in numbers you need a dedicated setup—but you can use this mall to build that :)
  • I still won’t add Labs. And you can’t convince me that they are essential for a mall either. We both know you won’t ever touch them again after your science setup is done :)
  • No wood or burner items outside the steam power module.
  • It doesn’t include combat items that benefit from having its own, larger production due to using unique ingredients (e.g. explosives) and/or having slow production times.
  • Same goes for modules—build a dedicated module (sub-)factory and thank me later.
  • Aside from Labs, it also doesn’t include items you will likely need in very low quantities during your playthrough and/or want high-quality versions of (combat armor, armor modules, did I mention labs?, vehicles, …)

4) Call for Feedback

While I am quite happy with the current design, I know I’m biased. So please share your thoughts or criticisms with me. Did I miss something? Is something not working? Would you do it all differently? Even if we disagree, I’d love to hear your input on features or changes. If your need isn’t a very niche one and your argument is solid, I will include it in the next iteration.

In fact, even tell me if it’s all perfect already—appreciation aside, that too is valuable feedback :)

Most of all, I am currently curious about how people’s actual playtest experience is with this mall, as well as the combat capsules in the alternative ammo module. Did you use them? Did such small production keep up with your needs? Should I make a separate, larger module, or does no one use them anyways and I should remove that alternative module version because it’s unnecessary bloat/feature-creep?

5)

------

This is the first in multiple blueprints I plan to share for Space Age and Factorio 2.0:

  • Modular Mall: You are here!
  • Grid-based Rail System: [LINK to post goes here when it is out]
  • Grid-based Defences: [LINK to post goes here when it is out]
  • Maybe more? :)
6 Comments
2024/10/27
14:58 UTC

25

AutoMall

https://preview.redd.it/q3jdsuiwi4xd1.png?width=1894&format=png&auto=webp&s=e4be1a1a43a3c4d8040fc2ef409f80bdc4354507

All you need to do is request something "requester chest or personal requests" and fill the prio list in the correct Crafting order. You also need all the basic ingredients like Iron plate you dont add to your Prio list in side a provider/storage chest. I do recommend to fill some Gears and Circuits from outside the mall + anything that needs a huge amount off, they take up to much crafting time imo.
Everything thats not inside Prio list "left Constant combinator" will be ignored by the mall so you need to set it up i only did some stuff in there for testing. Also maybe you need to add more fluids down the road if you play on a mod obviously.

Tileable: to make it faster just copy 2 rows and move up so the wires stay connected. Or sideways copy the right side from substation to substation and move siedeways until substations overlap
BP-String:
https://factoriobin.com/post/82dddb

1 Comment
2024/10/26
16:06 UTC

5

4-Lane 2.0 grid aligned rails

https://factoriobin.com/post/jwa0v9

I created these, but the intersection is terrible. I need it to fit within a cross on a 3x3 grid, so they align properly with my city grid, which only has a single large grid space allocated for rails between them. I'm not used to the elevated rails at all..

Here's also my city block: https://factoriobin.com/post/iol0ji

https://preview.redd.it/5dt85w5fs3xd1.png?width=1135&format=png&auto=webp&s=bf0678587f3d91912ff8c3f495392d68ac8242b2

0 Comments
2024/10/26
13:35 UTC

0

Recommend a Factorio 2.0 Modular Mall

Please recommend a Factorio 2.0 Modular Mall

6 Comments
2024/10/25
21:24 UTC

7

2x2 Nuclear Reactor

I am very bad at designing nuclear... Would appreciate a 2x2 Nuclear design that is bot fed for fuel. Many thanks! I'm playing new Space Age expansion.

4 Comments
2024/10/25
04:31 UTC

6

Cloverleaf intersection without intercepting merging traffic

0 Comments
2024/10/24
20:36 UTC

3

City blocks in Space Age

0 Comments
2024/10/23
09:37 UTC

0

Blueprints won’t flip on 2.0

8 Comments
2024/10/23
04:37 UTC

4

Blueprints

My game was updated on Monday but the blueprints I see now are not my previous blueprints.

Does anyone know how I get my old blueprints back?

I know anything with a curved train track will be messed up and that is fine I just want my old blueprints, not the 0.18 blueprints that I have now. Please. I tried posting this on Factorio but I'm not sure my post seemed to disappear or something. If it returns with a reply I may try and take one of these two down. Thanks.

3 Comments
2024/10/22
21:02 UTC

3

Industrial Revolution 3 - assembler framework

This is collection of generic assembler blueprints for IR3. The idea behind these widgets is to make planning of malls faster by saving time on boilerplate, such as laying down inserters, pipes, poles and modules. There are too many recipes in the mod to create a blueprint for each of them, but it is possible to adapt these to most assembler recipes.

https://factorioprints.com/view/-O7wyO4tVmcork7ywAnk

0 Comments
2024/09/29
09:02 UTC

3

Factorissimo2

Does anyone play with blueprints In this mod? Feel free to send blueprint book strings/photos. I'm always looking for ways to condense factories into mk2s and mk1s

1 Comment
2024/09/28
04:19 UTC

0

Does anyone know where I can request a blueprint?

Hello. I am sure half the people who play Factorio just love designing blueprints. I kinda just prefer watching my factory grow slowly over time. Is there a site where I can post a request for a blueprint and others will make it for me? Thanks

7 Comments
2024/09/24
14:04 UTC

13

SE+K2 City Block + Misc blueprint book. Tutorial video included.

This blueprint book is a book featuring many utilitys for a Se+K2 modded playthrough.

Featured in this book are:

  • Rail blocks
  • Modular crafting blocks
  • City Blocks
  • Ore patch set up
  • Artillary and laser turret creep blocks
  • 248K mass crafting and power

Here is the list of mods featured in the book:

Required:

  • Krastorio 2
  • Space Exploration
  • Bobs adjustable inserts

Not required, but will require you to modify some prints if not installed:

  • 248K
  • AAI Containers
  • Fluid Must Flow

Optional:

  • AAI industry
  • Shield Generators
  • Electric weaponry

Tutorial video:

https://www.youtube.com/watch?v=xfiwPPIaz90

Video also contains the philosophy behind the book

Book:

https://github.com/ElwoodHogan/Apple-bluprint-book/blob/main/Book

(had to put it on github since its so big. Just hit "view raw" to see the book string)

1 Comment
2024/09/17
19:10 UTC

3

Tier 3 Fully Beaconed Designs with Red Belt

I was lazy to upgrade to blue belts so i created some blueprints, for very niche situations but i hope it helps
https://factorioprints.com/view/-O6m5d2XYhkx4sq9stTa

0 Comments
2024/09/14
19:59 UTC

71

Ended up reworking my 2x2 reactor setup into this.

8 Comments
2024/07/14
10:49 UTC

12

BA's Mall of America - Reborn

Hello again, all.

You may remember me from here: https://www.reddit.com/r/factorio/comments/7h6u0m/bobs_mall_of_america_blueprints/

Well, I'm back with a new set of blueprints for the current versions of Bob's and Angels (as of this posting). The versions I am using of the different mods are here. I may or may not update this as newer versions come out. It will depend mostly on if ingredients change at all.

https://preview.redd.it/1e9kbvs4t18d1.png?width=446&format=png&auto=webp&s=8bf723b85d84698af1079d90796a34782cf0571b

This blueprint book has separate malls for each of the different machines and their future variants. There are some that I left out because either a) they were far too cumbersome for a belt-based mall (I'm looking at your robots 2/3/4...) or they required materials that would need their own dedicated set up for the pieces (the farming and husbandry of Angels Bioprocessing, for example).

Each blueprint uses the lowest tier belts and fast inserters. For most, the lowest level assembly machine was also used, but they were also upgraded to allow for better throughput in some cases, such as gears or bearings. Please use an upgrade planner to adjust as necessary.

The first blueprint of each mall has some stone bricks laid down to show the overall size the mall will be once all of the variants are placed. This is only for the entry points though and does not show the overall length of the blueprint.

If there are any that you think should be added for one reason or another, or you find an error, please let me know. These were built in a creative mode world and checked to make sure that they actually produce the items, but I'm human so there will most likely be a mistake or two.

Factorio Prints: BA's Mall of America

Enjoy!

1 Comment
2024/06/22
12:21 UTC

44

I need a SE white science blueprint

I have deadass been searching for an hour and can't find one

8 Comments
2024/06/09
22:35 UTC

29

Space Exploration: Upgradable Concrete Line

4 Comments
2024/06/06
23:47 UTC

5

Need a little help with Belts

Hey, how can i make this Balancer? On the upper Part, it makes a curve that i dont want.

https://preview.redd.it/q35ew2upruzc1.png?width=407&format=png&auto=webp&s=30d955038374842911f875b9c882a330337d2d2e

9 Comments
2024/05/11
19:57 UTC

42

I think I'm more addicted to blueprinting than playing the actual game. Here's some smelting blueprints I've been working on

Whenever I start a new game, I seem to always get to launching a rocket, then give up before transitioning to any kind of a megabase. So this time I'm actually working on the blueprints first, then planning a methodical transition to an actual megabase- mining outposts, then smelting grids, then green/red/blue chip grids, then a mall, then start working on science grids. I'm working with chunk-aligned 96x96 blocks.

The iron smelting works for iron, copper, and bricks, and is designed to take multiple 2-8 trains of ore and output ~16 blue belts of plates for 1-1 trains for delivery. The steel smelting also takes 2x8 trains of ore and outputs ~8 blue belts of steel plates for delivery to 1-1 trains.

This is my first time making anything of this scale, so I'd love to hear any feedback about ways it can be tweaked better (or fixed if I left something out).

Iron Smelter

Steel Smelter

Screenshots

4 Comments
2024/04/17
23:51 UTC

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