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That suggests that 4 year old blueprints will not necessarily work without being updated.
I suck at organizing mine and I'm constantly changing them so it's very hard to keep them up to date, and that's why I don't normally upload mine to any sharing sites. Not that mine are any good anyways :)
But I could share a save game if you want, or also a very badly organized and untidy blueprint book.
Also, I would suggest you to check Marsh's channel in YouTube, he's doing a LP of Angel & Bob's and he shares his save game too in his video's descriptions.
The only caveat is that I haven't advance my base past Purple science and tier 3 ore sorting (chemical refining,) and there are a lot of processes that I'm still to tackle and implement.
Basically my rebuilt base (which I rebuild using creative mode to get back to the place where I was in my original base) only has blocks for Farming for mineral oil, Ore sorting, Metal casting, Coal processing, Acid production, Geode processing and stone processing.
My original base had plastic from coal, a small oil production block and a paper production blocks too, plus the circuits up to tier 3 and sciences up to purple, which I didn't still re-implemented in my rebuilt base.
I just add this explanation in order to provide context just you see if what I have is useful to you or not... if it is, I'd be happy to share. But as I said, no guarantees that the BPs are actually any good at all... all I know is that they work for me :)
I would be down to try that. i am not very far in myself.
First, and sorry if this is a deal breaker for you, but I use many extra mods such like AAI Industry (which changes some of the building recipes,) Fluid Control, Fluid Must Flow (for ducts,) P.U.M.P. and some others that change the game a lot, so is not a *pure* A&B run at all. It's probable that many of the BPs would break if those mods aren't present.
The base modular block blueprints shouldn't be affected by AAI though (but they certainly are affected by Fluid Control... I use the valves a lot!) except for the train fueling since I based all of the fuel delivery on AAI processed fuel... but it should be switchable to any other type of fuel and they should work, but it'd require some work to do that as there are many stations already in the map.
Also, in the first save, it has all the MadClown's ores installed too... but the base doesn't use them and I was intending to uninstall them, because they add a lot complexity with no much of a gain IMHO. Save #2 doesn't have them installed for that reason.
This is the save that has a small Oil petrochem block, a paper/rubber chain and plastic from carbon in the base core... I never got around to upgrade them too to modular blocks.
Also this is the only save that has circuits and sciences setups. In save #2 I only got to produce metal coils/sheets, so theoretically they could've been rebuild too in base of those, but I haven't got around to do that yet.
As a passing comment, keep in mind that the circuits/science builds as they are in this save aren't probably ratio-correct, as they were designed for older machine tiers and belts and I updated them in-place as best I could... and they'd probably be different if I had to rebuild them with the current machines that are available!
So, enough nonsense. here are them as best as I could get them:
#1. (around 100 MBs)
https://drive.google.com/file/d/1GwMmhM8xpNxNXpSHJ0unX4B8hLLjx9wT/view?usp=sharing
This is my first base and in it I done all from scratch (I have saves for each point in the progression,) and it mostly works as it is, but the core of the base is still working on T2 ore sorting and plates (not coils/sheets,) which is not what I'd like. (And also, the ore sorting setup I made for that sucks, so don't use it!)
This is the only one that includes a HUB for machines (or as it's normally said, a mall) but it's a logistics bot based HUB. I used to have a bare-bones belt based manufacturing HUB for machines earlier in this save but it got deconned after reaching logistics system because I hate belt spaghetti :P So if you need something like that, I can go back in time to some previous saves where that it still alive and BP it (or share the old save, whichever is best.)
In this save I was in the process of trying to implement T3 sorting as separated blocks in the rail network, and to also make use of the more advanced metallurgy processes, and after that, bring in those products into the core base to then decon the old stuff and progress from there... but I got fed up with stuff (mostly due to poor planning on my part,) and then got distracted with other several playthroughs to the point that many months later when I got the itch to play AB again, it was harder to come back and continue from there because I mostly forgot what I was doing.
So I decided to start anew with better planning from the start, but since I hate the starting phase and didn't want to spend 100 hs again doing all the basic stuff I already did, I decided to create a new base using creative mode just up to the point where I was using the blocks I already made, and then switch it off and proceed from there normally. So that's save #2, that follows.
#2. (around 70 MBs)
https://drive.google.com/file/d/1KfkSZCBjBim0GBN9dPwMV14QOLCE0b_u/view?usp=sharing
This save was done using creative mode, as I explained and for that reason there are no biters active too... I was intending to activate them after I got back to the point where I was in save #1.
In #1, I mostly used the vanilla train system with circuit logic, and that's something that I've been using almost since the start of my factorio playtime (thanks to the Steam folks here for guiding me with that way back then :P), but in #2 I decided to go with LTN in full, because I wanted to try it out and see how it worked... so the train BPs are different due to that.
Also, the #2 save is not fully working... most of the blocks in place work and I'm fairly confident they work well, because I've seen them work in the old base too and while developing save #2 they've been working for many hours already... but some others I'm not that confident, because they're new and not fully tested in full. Particularly, the metallurgy block isn't tested at all... and is not even finished to completion, sadly. It's missing extra metals, and there are some output stations for already present processes missing too.
I stopped playing A&B again about 4 months ago mostly because I wanted to play K2 again this time including all BZ mods and it has been way fun... and I'm still at it :)
Still, I have the urge to come back though, and I'll probably will, but I'll probably start anew again and this time not use CM and eat the starting phase like a man lol I'll probably come better prepared because I know what to do and how, and I can be quicker at it too, I hope.
Each of the saves include the BP books that I used to make them as part of the save (In the Game's BP library, hit B and switch to Game BPs) so if you wanted to take a quick look to what is there you could browse them.
(Hope you can access the saves, I've set them to anyone can access them if they have the links...)
Important stuff to note:
I make all my BPs aligned to the game's chunk grid because I like to design stuff around 128x128 city blocks... that's why most of them are absolute grid aligned to that size, including and specially, the train grid BPs... because it's easy to work with them like that (for me at least.)
I'd suggest to boot into a CM environment and terraform a big block of land so you can stamp the ones you're interested in and dissect from them what you need, as my guess is they won't probably be readily usable to you in the form they are in the books.
Another thing, If I went back to A&B again I'll probably rebuild all the pipe-heavy BPs again, and this time use the awesome Advanced Fluid Handling mod... it's such a great mod that I don't think I'll ever use vanilla pipes again myself :) I'd recommend anyone to use it and base all your pipe-heavy designs on it... specially for A&B! The pipe spaghetti is simply awful. The simplification it introduces to pipe-heavy builds it's simply amazing.
That means that I'll probably have to iterate over the BPs included here (again) and rebuild them based on that, when I get back to A&B.
I might pick up some of thoes mods anyway. Also I am watching the youtuber you recommended, he is pretty good.
I mostly started playing A&B after watching him, so my mod setup is mostly based on the one he's using too (or, as it was when he started, he added mods as the game went by...)