/r/FactorioBlueprints
A dedicated subreddit for Factorio Blueprint Strings.
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/r/FactorioBlueprints
This blueprint book is a book featuring many utilitys for a Se+K2 modded playthrough.
Featured in this book are:
Here is the list of mods featured in the book:
Required:
Not required, but will require you to modify some prints if not installed:
Optional:
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)
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
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.
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!
I have deadass been searching for an hour and can't find one
Hey, how can i make this Balancer? On the upper Part, it makes a curve that i dont want.
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).
I really want to use LTN to try to cut down my train count and increase the networks efficiency but I just cannot seem to wrap my head around the commands and configuration for the life of me.
Does anyone have some template blueprints that are configurable? I.e just a blank requester/provider that I can enter the items and counts into as I go as well as the depot station?
I need small and compact not that covers half of space, please
Has anybody ever came up with a (red/green/blue) module blueprint that can keep a blue belt fully stocked?
Hello, I would like to ask you if you have the same problem. When I want to find a blueprint on the site it just shows fetching and that's it.
It seems like some sort of problem at the site? If you had the same problem could you give me some info about that?
Thank you
Print: https://factoriobin.com/post/LYMz5ZJT
I like to put beacons in rows like that to utilize them nicely. This only results in 8 beacons per assembler though. The boxes feel like wasted space, but I found no nicer way to keep it factory-to-factory to use the beacon space maximally.
The powerpoles fit into the adjacent copies of the blueprint.
The ratio is silghtly off, it should be 1.1 wire assemblers.
Is there a more module-efficient way to make this (some other tileable beacon layout that has more factories per speed module)?
I really can't build a full thing without wanting to gouge my eyes out, is anyone able to make me a blueprint to help? I have I bit of Space Science research done (Up to Production and Utility)but no full automation without this. Any help is really appreciated.
In the title.
Fellow Factorio fanatics! I'm currently taking a nice slow first run through SE and not finding much, blueprint-wise, for vulcanite enrichment. The few I have found don't seem to work. I don't have Krastario but DID download Bob's adjustable inserters. I'd be happy if some of you would share your setups blueprints? Please and presumably, thank you.
Ive been designing a train network with a 2-16 train for days now and i habe a lot of trouble with stackers and loading/unloading bays and wanted to ask if someone has a similar or maybe the Same train network im trying to build