Industries of Titan

Industries of Titan

75 ratings
Early game factory layouts
By MissedFrizzle
A few early game factory layouts
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Intro
These layouts are handy early game for your first couple factories, so i figured I'd share. The dedicated facilities do render these obsolete.
Power Layouts
10x10 power layout

Small generators are the most power efficient for the floor space, and this design squishes 15 of the generators and 5 fuel gens with full power coverage and remote connection for a 'self-contained' factory.

You will want to put this near a xethane chasm as it will pretty quickly draw down the local xethane levels.

Grey = small generator
Blue = fuel generator
R = relay
E = energy bridge




Citizen Layouts
8 citizen + 8 monetization station layout. Ignore the trash :)

Add yours below!
19 Comments
GronkJuice Mar 29 @ 9:46am 
sorry I stated gens but meant Fuel labs
GronkJuice Mar 29 @ 9:45am 
Also for your power building changing to L Gens will grant collection from one tile away from the factory (not sure if that was a thing during this guide release). if you change the locations a little (I end up with 13 gens not 15 loosing a total of 6 power yet having two L gens, with ~25%+ saturation on main and adjacent tiles they net a positive for fuel as well.)

However I can place them next to cracks and crevices Letting you have a 0 employee power augment if needed throughout the game. yielding me the gas right on top of it without the need of the specialized buildings. granting you another tile on both sides as well as letting you burrow if needed. (recommended if on the edge of your city)

Only down side I see to any factory repurposed is both mineral costs and pollution. but if you always build them down wind (or push it away from living locations) it becomes a mute point.
GronkJuice Mar 29 @ 1:58am 
Citizen layout can be revamped to add both a double and single battery,

- Swap the Conversion and the Monetization station (flipping the later)
*you don't need both imputes*
- rotate the Monetization station the is at the side without the pods
*the one that is now facing the Conversion to face the outside path*
- move the relay to the center hallway end
*stated as a requirement of hate Bear*

This gives you a three tile location behind the rotated station with all 3 powered. letting you place batteries for two reasons
1- you have not maxed out your pylons and wish to upgrade them shutting down the network that the buildings would be a part of.
2- loss of power access due to war/rebuilding.

These will give you 640 units of power with a drain of 12 P.P.T. (power per tick)
Netting you just over 53 tics of up time if anything should happen. (I believe a tick is a sec of game time in I.O.T.)
Hate Bear Nov 26, 2023 @ 7:58pm 
Odd suggestion: It's also good to drop a factory somewhere for storage and throw a few fuel gens in there to spread them out; also to have the actual extra storage, batteries, etc. I tend to put a few small fuel tanks and batteries in layouts for gens, and I also tend to make the HQ pure power because it's useful early on.
Oshida_BCFreedom Apr 12, 2023 @ 10:22am 
You forgot a relay to power the corner conversion capsule and station
Gennadiy Feb 10, 2023 @ 8:56am 
Putting many fuel generators in the same building is a bad idea. When they suck up all the gas in the local area, all of them will become useless around the same time. Its better to spread out production
Bannk Feb 2, 2023 @ 4:14am 
great
Wuik Sep 2, 2022 @ 11:03pm 
@Emre voker,
No ! you must do it yourself....
Cos simply that you don't have alls the blueprints at the beginning...
Shields, guns fire ,some ships 'blueprints must be researched before ....
If someone put a good layout with a shield or a fire guns ... you can't use it ... and worse , he can't use it too in a new game:steammocking:
Emre_voker Sep 2, 2022 @ 5:47am 
There are very nice layouts, but I couldn't see any plane layout. Is there anyone to help with t1 planes?
Un Yann Sauvage Jan 3, 2022 @ 10:57pm 
Nice layout, but I believe the relay on the lower left might be unneeded.