Factorio

Factorio

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Blueprints for early, mid and lategame (updated)
Von Jan
Useful blueprints for different phases in the game. I am currently updating this old guide to include blueprints for every part and stage in the game.

Still in planning phase:
  • Train only "All in one" blueprint for science

    Latest Updates:
    • Further science block improvements
    • Science block testing and bug fixes
    • All in one science blocks (belt and bot based)
    • Added trash pickup to all outposts
    • Fixed outpost bug (maintenance train was called once ore value in logistic network is negative)
    • Updated start factory
    • Updated outpost maintenance logic
    • Compact belt based science layouts
    • Smart Kovarex setup
    • Late game mall
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Early game smelting
Smelting setups (iron, copper, brick, steel) for 0.5-1 yellow belts.
Blueprint book: https://factorioprints.com/view/-N9GIiuQXM6mPN0-Nmz5
Start Factory
A small, quick and dirty, starter factory for red-yellow science and infrastructure. Segmented into 8 parts.
Blueprint book: https://factorioprints.com/view/-N9L8iJl5UhsPpZwmEuE
Midgame smelting
1 red belt smelting.
Blueprint book: https://factorioprints.com/view/-N9GNmJCQLmPdBu5z37h



Late game smelting (belt based, max beacon)
Belt based late game smelting, max beacon number.

-1 or 0.9 blue belt plates
-1 blue belt bricks
- 720 steel/min
Blueprint book: https://factorioprints.com/view/-N9GZIobgzf5svMyPq59

Energy
Energy sources for early-endgame. Coal, oil and nuclear power plants (36 MW, 41.4 MW, 480 MW, 1.1 GW).
The central part of the 8x nuclear power plant has to be placed in water (shift click first to place landfill).
Blueprint book: https://factorioprints.com/view/-N9LHNuUIVOgPaKxbSMC


Smart Kovarex setup
How to use:
  • Start the setup by feeding 40 uranium 235.
  • Uranium 238 is requested (only if a surplus of Uranium 238 is ready).
  • After one process turn, the bottom green inserter puts everything into a chest.
  • The filter inserter puts 40 uranium 235 into the top chest but there is always 1 unit left in the bottom chest (the produced uranium 235).
  • When the top chest got 40 uranium 235, the bottom chest is emptied.

  • There we get 1 uranium 235 every round + uranium 238.
  • When the bottom chest is empty, the top green inserter returns 40 uranium 235 for the next round.
  • Make sure the inserter stack size bonus of the stack filter inserter is set to even numbers.
Blueprint book: https://factorioprints.com/view/-N9kG13Zb926spCHxs_5
Green circuits
Green circuits builds for early-late game.
Blueprint book: https://factorioprints.com/view/-N9HSRC6owPPd6WNXyQS


A neat late game green circuit build from raw ore: 2500 green circuits/min
Red circuits
Early-midgame red circuit blocks.
Blueprint book: https://factorioprints.com/view/-N9HbbbiLY9_iWd0fyoo
Late game 1800/min red circuit block.
Late game 900/min, 2700/min red circuit blocks from raw ore and plastic.



Blue circuits
Blue circuit builds for midgame.
Beaconized 470/min lategame build.
Blueprint book: https://factorioprints.com/view/-N9IkO27BSbJpFOlPc_G

Oil processing
Oil processing builds for early-lategame.
-Small extendable oil processing build for early game (plastic, acid, lubricant, batteries).
-Beaconized, belt based late game builds for plastic (1 belt, all in one 16000/min or 22000/min), rocket fuel (1050/min), acid (26000/min), lubricant (5100/min) and batteries (2300/min, 1150/min).

Blueprint book: https://factorioprints.com/view/-N9_wHmNMHe9_9YjhX-R




Train System
Basic rail system (2x and 4x)
Blueprint book (2x): https://factorioprints.com/view/-N9LCck9khVC0RBLmckm
Blueprint book (4x): https://factorioprints.com/view/-N9LDcHLXqtrsXu-_n3u
Train loading stations + maintenance
Mid-endgame bot based train loading stations for ores and oil. Each station has a maintenance station for a maintenance train (delivery of building supply and trash pickup). The blueprint book includes a station for each ore, the uranium unloading station and the maintenance loading station. There is also a maintenance train for a nuclear power plant.
L= Load
U=Unload

Blueprint book: https://factorioprints.com/view/-N9MkM90j_DILPk3jQZC

Level 3 modules
Level 3 modules from raw ressources (big bottleneck for larger endgame factories).
Layout 1 without modules/beacons (stage 1): 5 level 3 modules/min
Layout 2 with modules/beacons (stage 2): 15 level 3 modules/min
Blueprint book: https://factorioprints.com/view/-N9LZuU6XLgz_rGPI6us
Science (belt based, beaconized)
Compact, belt based science builds with beacons for 1344 science/min (0.5 blue belt).

Blueprint book: https://factorioprints.com/view/-N9WeCxewTd0RvW4mGs8
Late game mall
A compact late game mall. Inputs are raw ressources in 3x8 trains. Includes stations for a building train, maintenance trains, uranium train and a nuclear power plant maintenance train.
Blueprint book: https://factorioprints.com/view/-N9kat8L7qTRoF3rALHA
Belt based all in one science
Belt based
  • Belt based, all in one science block.
  • 0.5 blue belt science (1344 science/min).
  • Only raw ressources as inputs via train.
  • Tested in editor mode and in normal mode.
  • It contains a supply train in the bottom right to transport everything for this blueprint.
Blueprint: https://factorioprints.com/view/-NAVTUWAUE-GEs_DYgQQ
Bot based all on one science
Bot based
  • Bot based, all in one science block.
  • 1000 science/min.
  • Tested in editor mode and in normal mode.
Blueprint: https://factorioprints.com/view/-NAVUACEt_FftFlN3mmw

44 Kommentare
Blackdeath 10. März um 20:59 
Ty for Prints, its awesome. Here is my version Start factory, fixed most problem for me

https://factorioprints.com/view/-OL2KJxNZ9YZwsM3QU9x
Remake blueprint by Jan Jasper "start factory". Corrected version, improved in my playthrough. Faulty production lines restored, some missed production added, laboratory complex rebuilt for bringing in additional packages from outside.
pls update start factory
MachiPachi 5. Nov. 2024 um 1:24 
thread is aging, Start Factory is outdated a bit, medium and big electric poles recipe don't work. need copper coils.
Jan  [Autor] 3. Nov. 2024 um 1:38 
At some point cost does not matter. All the beacons! Same reason I don´t use efficiency modules. Power is free.
InVaDeR 2. Nov. 2024 um 16:49 
IMHO, since 2.0 there is no need more than 4 beacons per assembler/furnace. For more than 4 effect not that great as cost in beacons, power, modules count and area.
Jan  [Autor] 2. Nov. 2024 um 9:40 
Yes, the recipe changed.
Yado 2. Nov. 2024 um 9:09 
hi Jan,
first of all thank you for those great Blue Prints... i truly love them.

i just need an help: in the starting factory: https://factorioprints.com/view/-N9L8iJl5UhsPpZwmEuE

I'm encountering trouble on Medium Electric Pole: they require Copper Cable but is not provided by any of the belts or assembler there around... is it due to changes in 2.0?

thanks!

Yado
AstroLex 30. Okt. 2024 um 9:20 
@Driesd tested today 2.0v working well. oil, circuits, science all good. but train system not connecting when placing diagonal rails. I think because update changed mesh system...
Gene 27. Okt. 2024 um 7:02 
I have a PERFECTLY RATIONAL hatred of Long Arm Inserters so I'm probably going to butcher that fine factory layout in the second section.
Jan  [Autor] 27. Okt. 2024 um 1:20 
I will always be around, the factory must grow. Once it as has grown and the engineer needs a little rest, blueprint update will come.