/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

Sorting

Helpful Sites

Factorio Reddit

Factorio Issues

Outpost Creator/Blueprint Editing tool

Blueprint site(FuelforFactorio)

Blueprint site(FactorioPrints)

/r/FactorioBlueprints

15,902 Subscribers

47

Vulcanus Quality Forge

9 Comments
2024/12/02
03:38 UTC

0

Potion question

So I’ve recently had a way of supplying the potions to the science machines but realized it was inefficient, out of pics ive seen other people’s designs how well is this, or how much could i improve?

7 Comments
2024/12/01
21:51 UTC

8

(How) do you manage your blueprints?

Something about is feels unsatisfying to me. For example, when I go to another planet and have to empty my inventory, I export my blueprint book as a string and reimport it on another planet. But when I change it the book on the other planet gets outdated. Or when sharing blueprints, the shared version becomes outdated when I continue to work on a design.

I had that problem when I was trying to get a LTN to work with space age. After days I was still finding bugs in my train stop setup, but there were so many versions flowing around in my base that I didn't know which stations I need to fix. Development was made harder because I had multiple versions of the stations.

What I would love to have is version control for blueprints. As they exist now as one long string it wouldn't work but what if they get decoded into their JSON form, the map keys (and arrays where possible) get sorted to keep the diff small, and a book becomes a folder structure with each blueprint in its own file, each book a folder containing a smaller JSON for the books metadata. What if this could be hosted on GitHub with GitHub pages that render the blueprint to an image and a commit diff viewer that highlights the parts in the blueprint that got changed? So players could have a public GitHub repo sharing their blueprint library. Could there be a mod that keeps the repo and the in game book in sync or do have mods no access to the hard drive?

Or am I entirely overseeing something and I'm trying to find an answer to a question nobody else has?

I'm pondering about this idea since days (ADHD I guess) and I need to dump it here so I can get rid of it.

14 Comments
2024/11/29
07:11 UTC

5

Is factorio.school broken?

I am unable to create a blueprint. The Save button on the create page does nothing. Too much traffic?

Edit: Turns out I was using the wrong imgur link. I used a link to the image itself, not the imgur page with the link on it as the site expects. There was no feedback for this however, so I had to figure it out through trial and error.

5 Comments
2024/11/28
14:54 UTC

14

Automated recycling system for overflow resources for Fulgora **or anywhere else**

1 Comment
2024/11/26
19:13 UTC

18

Fulgora - how to keep our drones safe... sort of

I decided to run a new save trying the dlc out. As my first planet I went with Fulgora.

As I was unable to build rails over the oceans of oil, I tried to connect each isle with the same logistic network which worked perfectly until I started losing my bots to the lightning bolts.

As a result of it I came up with the designs below.

The clock with counter C is set to 180 by default. Each 60 seconds a new phase begins (I set M because I meant minutes back when I was designing it)

The day night cycle lasts 3 minutes on Fulgora and the storm is about 1/3 of the duration of the cycle.

In this example current seconds S / 60 is either 0, 1 or 2.

when M equals to 0, 1 or 2 (whatever you set) the lightning signal starts to emit.

I went with this clock instead of other day/night cycle detector designs because I can reuse is somewhere else (or so I told myself)

as a result of this decision you have to manually restart the clock for the first time (set R to 0 and back to 1) when you feel like a new phase just begun (e.g. right after the storm started or ended).

If you come up with any improvements or additional ideas then please share them!

Make our bots safe again!

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

please remember to remove the siren unless you are a masochist like myself

in my case it's a requester to fill the silo to build rocket parts (rocket fuel made on site)

edit:

fixed two design flaws which made the previous system not work as intended and updated the blueprint string:

- changed the signal to one recognizable by logistic network (looks like it has to be an item signal, and not just any signal)

- added additional info monitors with explanations about the design.

edit 2:

added automated detection of daylight after u/MarsMaterial suggestion

does not require manual timing

https://preview.redd.it/w4dvaxl9bb3e1.png?width=1406&format=png&auto=webp&s=ca76384fa231fc6ec12964266137f5ce131c459a

11 Comments
2024/11/26
11:53 UTC

8

Requesting feedback and assistance for a rail network design

I am working on a 5x5 chunk city block rail network by cobbling together other blueprints. Everything will be transported by rails instead of using a mall. the current design can support up to 8 1-4 train stations in a single block.

I am hoping for those with more experience in rail design than me can help with properly aligning the network so it tiles properly and also advice on improving the stations, or if i should switch to using smaller trains instead.

map view: https://imgur.com/a/HugpN9l

blueprint: https://factoriobin.com/post/tgdqry

2 Comments
2024/11/24
19:12 UTC

18

Modular Botless Sushi Automall v5

https://factoriobin.com/post/za93sgvbyeb0-EXPIRES

After my previous version. That describes versions 2 and 3; 4 just rearranged the combinators from v3 to fit that belt through.

I tried to comment everything, but forgot to actually document the process in the blueprint, so-

  1. The arithmetic combinator at the top left reads in the recipes we want that assembler to make, either the ingredients from the previous module or the desired stock levels from a CC/roboport for the first module, and subtracts the contents of the belt to determine what we need to make.
  2. This gets passed to a decider combinator along with a list of items we can't/won't make in the mall, to filter out signals which are A) positive, meaning we still need to make those things, and B) are not on the list from the CC, meaning those are things we can make.
  3. This gets passed to a decider combinator along with the "things we need to make" from the previous module to prioritize making ingredients, but to do parallel production if ingredients aren't necessary.
  4. This then gets passed to a decider/selector combinator combination, to pick one signal from the list of things we need to make and lock it in as long as we still need to make that thing.
  5. This signal gets passed to the assembler to Set Recipe.
  6. The recipe signal also gets passed to an arithmetic combinator to do <EACH> * 1 => X, to get the magnitude of production.
  7. The assembler also Reads Ingredients, which gets passed to the final arithmetic combinator at the bottom along with X from the previous step, to get the number of each ingredient for other assemblers to make. This is how we go from "I am making yellow belts, and need 20" to "I need 20 iron gears and plates".

The power poles carry the contents of the sushi belt on the green wire, and a blocklist of items we can't/won't make on the red wire. You will need to hook up both of those signals manually. The connections between modules will be created automatically, hooking up each module to the previous one. This means you will need to remove those connections for the first module.

Known issues:

  • As a sushi build, it's slow, unreliable, and not good for UPS. Eventually anything you need will be built, but not quickly.
  • Can't handle fluids, obviously. This would require other dedicated assemblers making blue belts and the like.
  • Will have problems with upgrading items, since there's no good way to add eg yellow belts to be turned into red/blue/green belts. This might require other chests slipping things onto the belt.
  • Can't do parallel production well. Each module makes either ingredients for, or the same thing as, the previous module. You can have one assembler making belts and three making gears, or you can have one making locomotives using engines made by another using gears made by a third, but you can't have separate modules in a chain making belts and locomotives at the same time.
2 Comments
2024/11/24
19:04 UTC

11

Separate Signals from group of signals on same channel

So when trying to fix my problems with the make-manything machine I posted earlier, I was annoyed to see how the selector can get a bit stuck sometimes when two signals have the same value. I come up with this BP trying to solve that. It separates signals from a group, like, if you have iron ore, coal, stone on green wire.. You can separate each one.. Sadly, have to separate them all to do so. Since sharing this post, another user shared a better way of doing this in this post.

I'll just leave the post here & the odd blueprint too. If you looked at the blueprint though, I falsely claimed that my memory cells were capturing the very first signals they received, holding them & ignoring other inputs. I misunderstood how they select which signal to hold. Again, I got some help from this post which shows how to always capture the first signal. So, here in the future, I might be able to setup a make anything machine using this method thanks to u/Twellux helping me out.

Hopefully I can use it to select things for machines to craft without using the ascending/descending select input options of the selector.

The blueprint is actually somewhat of a guided tour, because I made descriptions of each thing, and which wire to follow in order to understand it. Writing these descriptions helped me understand it myself, preventing me from getting lost in the maze of wire. Hopefully, some of yall will find it interesting. Here is a screenshot of the BP, and there's a link below to the BP on factoriobin.

https://preview.redd.it/2seha93yfm2e1.jpg?width=1920&format=pjpg&auto=webp&s=ee7c53378669b069e7931f80520d39c2fc1a10d5

Anyway, I guess the next step for me is to remake it, if possible, in a way that I can just cut and paste it easily over itself. Then, should be able to take care of most any logistical requests.. Hmm, that's what I'm suspecting at least.

I still need to figure out a way to have better control over the signals that I send to a group of assemblers.. Like, to make a product & all of it's ingredients with one click.

Here is the Blueprint : https://factoriobin.com/post/n8mqxl

I made a video of the BP too, showing how I understood it : https://youtu.be/A-wPJO-kDAU

Feedback always welcome, cheers mates

0 Comments
2024/11/23
04:53 UTC

38

Make-almost-anything machine

( latest version is here https://factoriobin.com/post/grckaa )

I wanted to be able to set a recipe and not care if I needed to make the ingredients, to have it make them for me if possible ~

I originally came up with this this design

https://preview.redd.it/4nxuqn6swb2e1.jpg?width=1920&format=pjpg&auto=webp&s=2cf922a620660cd24e88dedebc5002e65dce0e40

Basically, it is just a chain of assemblers. The main assembler has the recipe you set, how many total ingredients is calculated, and I count each item collected by the requester chest by pulling everything from the requester chest into the buffer chest. The buffer chest is disabled while a recipe is set, because it's set up to trash any unrequested items. I used this buffer chest because sometimes the main assembler's inventory would be full, and sub assemblers would keep making items only because the inserter hadn't inserted those things yet.

The remaining items that haven't been collected are sent out as signals to the assembler on the bottom right, but before they get there, they're compared with network contents to see if I already have them in stock.

If not, it's set as a recipe in the bottom right assembler, and the ingredients are requested by a requester chest, and sent out toward the next assembler, comparing network contents again, setting recipe.. It doesn't look like you'd ever need more than 5 assemblers, because there isn't a recipe that has more than 4 ingredients, AFAIK.

----------v2

I thought everything was working correctly at this point, so I tried to improve upon it and speed it up, noticing that sometimes assemblers would sit idle. So, whenever that happens, I just copy the recipe over from the assembler on the right

This BP shows the change, which is pictured below, notably the 6 new combinators with left arrow symbols.

https://preview.redd.it/fctdjf65xf2e1.jpg?width=1920&format=pjpg&auto=webp&s=363dc4a2358b0c230fbb4dcfd31b0461a5951cb0

The faster crafting exposed a problem I hadn't noticed.

The problem was that sometimes items were crafted that were meant for the previous assembler, but they were being delivered to the main assembler. When this happens, those items are put into the buffer chest, which updates the logistic network contents.

Something like red inserters needs a bunch of gears. They also need yellow inserters, which also need gears. If all the gears are made first and added to the logistic network contents, then when the sub assembler making yellow inserters sends out a request for gears my filtering combinators ignore the request, thinking there's already enough.

Update 3 :

The fix was really simple here, simply subtract the items in the main assembler's buffer chest from the items that are in the logistic network. I cleaned up some unneeded deciders, consolidated space, and called it good. Here's a video showing it in action.

https://preview.redd.it/zw5808vt943e1.jpg?width=1920&format=pjpg&auto=webp&s=aff131aa8bd1a511f9342e71bd1c7a389fa9e1c2

Feel free to make use of this, to change it however you want.. etc. Please let me know if you have any questions about it.

Cheers!

4 Comments
2024/11/21
22:15 UTC

10

low density structure, processing unit, battery bleuprint factorio request

i have been using nilaus masterclass bleuprint a lot the psat few days but to get my first few utility science i need the items in the title, so does anyone have a pre utility science blueprint for these three together?

1 Comment
2024/11/18
22:22 UTC

20

A ship I made that I'm proud of

I use the circuit network so that the ship can self-manage its limited cargo space fully automated. Supports quick refueling via water barrels.

Factorio Prints: Space Age Ship (Skipper) - Guys its really cool I promise

5 Comments
2024/11/18
21:35 UTC

172

Tilable science for all 12 of em with spoilage disposal

40 Comments
2024/11/18
19:38 UTC

7

blueprint - Commodity type not selected, no tick box

Hello, I am new to blueprints so please take it easy with me. Looking for change of one BP with possibility to place it without parameter type such as in this video https://www.youtube.com/watch?v=nyORCJoKZHA from Intangir Voluntaryist as LTN doesnt work for Factorio 2.0 and as I am still in beginning (approx 200h), I do not want to see other planets before I will learn more stuff first,

Unfortunately, I have only vanilla 2.xx and I am not sure if is possible somehow to place BP without selecting the commodity type if the tick box missing. Such as in video 00:48s
I can not set commodity type as the BP will be used as generic for other items as well. At the moment I try to set it to (purple) "0", but when I will have to place and change approx 50 BP in game, it will be nightmare.

Is any way how to place BP without it. I tried Blueprint Sandboxes, Editor Extensions mods but no luck, No luck on redit or even google.

Thank you for help.

The tick box missing, no over-ride

6 Comments
2024/11/17
00:44 UTC

35

If train is at station, unloading inserter blacklists items in loading chest

3 Comments
2024/11/15
23:15 UTC

8

Making smart trains

I've tried to make specified request station and generic input (same as in fff-395). The problem is that when provider station is enables it fills trains with items. f.ex: with 5 trains in the network 4 would be filled with copper plates basically making trains idle on network.
Goal is:
if there is need to request for X item on X-drop station (enabling request station with circuits)
go to station X-input
go to station X-drop when having X in cargo
Basically I want to: place input station, place request station, point what to request. Any ideas? Here is what I came up with - not satisfied with results tho
https://pastebin.com/LdSNu0i2

6 Comments
2024/11/15
22:51 UTC

19

Specify an amount to craft

BP

Recently found out you could just set a recipe in an assembler and it could share the ingredients on the circuit network. When sharing with a requester chest, bots just grab enough for one craft, but as your inserter collects and inserts them, the bots will see you need more & deliver more until you clear the recipe.

This BP sets the amount to craft with the constant combinator value, and tracks the number of items picked up by the inserter, using that to reduce the number of items requested.

Finally, when you clear the recipe, it resets the inserter's counter.

BP on FactorioBin is here : https://factoriobin.com/post/p42qi4

2 Comments
2024/11/15
06:37 UTC

86

Pentapod safe egg storage. Space Age 2.0

19 Comments
2024/11/14
21:23 UTC

149

Quality Item Recycler

23 Comments
2024/11/11
21:06 UTC

5

Tiny train loading station

I’m looking for a small loading station as I am struggling making one for my self on fulgora’s small islands. Any tips on that would be great, or if someone has a single train loader BP that will help that would be awesome too.

2 Comments
2024/11/08
15:30 UTC

12

Modular Botless Sushi Automall v2

https://factoriobin.com/post/1zbqj2e83mm8-EXPIRES

E: V3 https://factoriobin.com/post/n33rk3tpeh3g-EXPIRES

I tried to comment everything, but forgot to actually document the process in the blueprint, so-

  1. The arithmetic combinator at the top left reads in the recipes we want that assembler to make, and subtracts the contents of the belt to determine what we need to make.
  2. This gets passed to a decider combinator along with a list of items we can't/won't make in the mall from a constant combinator, to filter out signals which are A) positive, meaning we still need to make those things, and B) are not on the list from the CC, meaning those are things we can make.
  3. This then gets passed to a decider/selector combinator combination, to pick one signal from the list of things we need to make and lock it in as long as we still need to make that thing.
  4. This signal gets passed to the assembler to Set Recipe.
  5. The recipe signal also gets passed to an arithmetic combinator to do <EACH> * 1 => X, to get the magnitude of production.
  6. The assembler also Reads Ingredients, which gets passed to the final arithmetic combinator at the bottom along with X from the previous step, to get the number of each ingredient for other assemblers to make. This is how we go from "I am making yellow belts, and need 20" to "I need 20 iron gears and plates".

It can tile together if you manually run a red wire from the final arithmetic combinator in the previous module to the arithmetic combinator in the first step, to pass the ingredients of the previous recipe as the desired production for the next assembler. As I did note in the blueprint, this would allow more involved production; assembler 1 makes locomotives, using engines made by assembler 2, which uses gears/pipes made by assembler 3. In my previous version of the sushi automall, that would not be possible.

E: I just added the ability to tile horizontally, using the power poles to carry the belt stock and "things we can't make in the mall" signals. It can also do parallel production now; if you connect the output of the bottom left combinator from one module to the input of the top left on another module, it will share production across the two. You might need to switch the locked selector combinator on one module to "Random signal" instead of "Select signal"; selecting anything other than the 0th signal causes problems with the lock.

Known issues:

  • As a sushi build, it's slow, unreliable, and bad for UPS. Eventually anything you need will be built, but not quickly.
  • Can't handle fluids, obviously. This would require other dedicated assemblers making blue belts and the like.
  • Will have problems with upgrading items, since there's no good way to add eg yellow belts to be turned into red/blue/green belts. This might require other chests slipping things onto the belt.
  • Is currently inefficient, since it relies on each module doing its own check on the belt stock and the filter. I really ought to take advantage of those power poles to pass those signals to everything down the line.
  • Reading the entire belt works poorly with splitters, which is even more impetus to read the belt once (including anything in splitters) and use that signal everywhere.
  • Can't do parallel production (well). If you need to make belts and assemblers, you can stamp down multiple modules to make everything necessary for the belts, but it can't make assemblers at the same time as belts. I need to fix a way to pass the second signal in a list to another module.
  • E: Can do parallel production, but can't prioritize low-tier items. You're liable to get, EG, two machines trying to make belts and waiting on gears, rather than one machine making gears to feed the other one making belts.
1 Comment
2024/11/08
08:43 UTC

15

Quality build production chain with a single assembler

https://preview.redd.it/utk4wxm4tbzd1.png?width=1397&format=png&auto=webp&s=374f07b43a5d3e1e52d500dd19afd56b7687d283

This BP makes any of the recipes defined by the assemblers at the bottom at the highest possible quality based on the contents available in the requester chest.

The BP is configured to build blue circuits but it requires a bit of work to adapt to other recipes. A few explanations:

- You can supplement the production with other stuff from your factory to keep this assembler focused on the higher end recipes by using the requester chest

- The top-left arithmetic combinators are just to introduce some delay to get around a 1-tick problem when recipes switch, no need to touch them

- The bottom assemblers determine the recipes this setup will build, they aren't actually used to build anything, there is an arithmetic combinator next to them that multiplies by a negative constant, if you change the recipes you have to tune those constants so the required materials of the lower-end recipes are higher in number than the ones in higher end recipes. For example, both red and blue circuits require green circuits, so I need to make sure that we only build a red circuit if there more than 20 green circuits (the amount required to make a blue circuit)

- The middle decider combinators need to match the respective recipe of the assembler below them at each specific quality

- There are some arithmetic combinators in the middle that multiply the input by 1/10/1000/10000. This defines the priority of building, copper wire is *1, green circuit is *10, red circuit is *1000, etc. And there are also ones in the middle that multiply by 1/2/3/4 for each quality, uncommon is *1, rare is *2 and so on. For example, the priority of rare green circuit is 2*10=20 while the priority of epic red circuit is 3*1000=3000. The assembler builds the item with the highest priority that has materials available.

- You can adapt this by copy and pasting the bottom-half combinator to any production chain that uses assemblers only and a single input fluid (technically could be adapted to support multiple fluids, but that is way too much to bother)

- The requests in the requester chest is set with a upper limit, so any excess intermediary material will be outputted back into your trash slots. So it is good to keep a yellow chest with filter for each intermediary product at each intermediary quality close by, then just empty those chests when the volume of any intermediary material gets too high and recycle them and throw them back in the yellow chests. With this the system is self-balancing. You can also pull some intermediary materials from your factory (I bring extra copper wire from the factory with this)

- If you care only about legendary quality you might want to modify the passive provider chest at the top to recycle any lower-quality outputs. If you do that just leave the machine alone and feed the basic materials required (for blue circuits that would be uncommon iron plates/copper plates/plastic) and eventually you will have legendary outputs

And here is the BP:

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

3 Comments
2024/11/06
18:49 UTC

3

Upgrade blueprint

Looking to see if anyone has found a good blueprint for upgrading quality on items? I haven’t had great luck with that so any help is appreciated.

5 Comments
2024/11/06
14:10 UTC

19

Executor Class Super Star Destroyer BP

BP for my Executor Class SSD from this post: https://www.reddit.com/r/factorio/comments/1gk9r3p/executor_class_super_star_destroyer/

Includes: 26 collectors along the sides of the ship, auto-crushing and iron/steel smelting, iron smelting bypass switch, variable thrust control, many walls and laser turrets, a lot of storage, and a ton of power to back it up.

README FOR SHIP INFO:

I would not recommend replacing the speed modules in the furnaces with prod modules; it will backup if you fly through an asteroid field. I will also recommend setting the fuel per second (Signal "C" in the throttle control constant combinator) to 15 (~40-55 km/s depending on gravity) when flying through an asteroid field if you want to take no damage, or higher if you have enough walls and don't care about damage. In all my tests thus far I have never managed to run out of power or fuel, I somewhat overkilled that to make sure.

Keep in mind that this is a mid-game level design and does NOT have any of the advanced recipes, I haven't gotten that far yet and I didn't want to spoil stuff. If I make a late-game (and bigger) version of this craft I will post it as well.

Let me know if you have any suggestions for upgrades or major issues.

Enjoy!

https://factoriobin.com/post/l9u40t

5 Comments
2024/11/06
01:10 UTC

110

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

17 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

11

Does anybody have a nice elevated double rail curve?

1 Comment
2024/10/30
05:05 UTC

Back To Top