Technically the math works for 3 GC assemblers and 4 cables, but I haven't been able to make this 2x224 blue circuit production fed with in-line green circuit builds (3200gc/min each). Useful for me because takes small space. I thought I understood it and even designed my own. Mar 21, 2021 · State: Early game State: Mid game State: Late game. Contains Green, Red and Blue circuits blueprints. Easy OIL with COAL LIQUEFACTION - Factorio 0. Alternatively you can add a full 4-2-1 for both speed and production and switch according to each circuit requires 3 copper wire and 1 iron (ignoring the bonus circuits). It's quite common to not go to full 12 beacons with green circuits, but go for ten beacons instead. Electronic circuits are used as an ingredient for many item recipes, including creation of all kinds of inserters, and most production machines such as Vlad's Science 500+/m - Late Game (v1. One wire assembler can produce 5. 5 cpm/module. Today, I present over-engineered, late-game builds for red and green science packs. by vanatteveldt » Sun Sep 25, 2016 1:08 am. Each copy consumes a belt of green circuits, a belt of plastic, and about 71% of a copper Details. Find blueprints for the video game Factorio. Green circuits production (especially non-beaconed) is very well covered in tutorials and blueprints. 1:2 normal gives 517 / 24 = 21. Blueprint book: https://factorioprints. Tileable Coal Liquefactio - FACTORIO MASTER CLASS. 16. Tileable red circuit production. impetus maximus. 5 green circuits/sec with 4 productivity The only relevant parts are copper wire and green circuit production. top belt is copper. While 12 beacons per assembler might be more UPS-friendly, 8 beacons is just so much more resource efficient, and UPS isn’t a problem for me (yet). Oct 27, 2022 · Green/Red/Blue Circuit Designs - FACTORIO MASTER CLASS. For more info, checkout the blueprint wiki. I tightened it up a bit: blueprint in reply. My current equipment consists of: Feb 19, 2023 · Find blueprints for Factorio with advanced search. Of course, for very late game it becomes more efficient just to lay tracks over the ore patch, and mine directly into the trains. 0 bb green circuits (bb = blue belt) 4 Input lines of copper and iron should thus be able to supply 5 lines (not tested). 1. 359K subscribers in the factorio community. Simple Upgradeable PLASTIC from 15 to 90 per second - Factorio 0. When I transition into the beacon phase of the game, I If you tried to do 6 belts at 33/sec, from all wagons in a 10 wagon train, you could compress 44 bluebelts, 1980 items/second. 72 bb Iron plates -> 1. Jan 17, 2017 · The design can be copy-pasted upwards to increase production but a blueprint for a finished design for 15 circuits / second is included. This red circuit setup fully consumes 8 blue belts of green circuits and plastic bars, producing 13440 red circuits per minute. Takes a belt of half plastic and half green circuits on the outside and a belt of copper in the middle. 14 blueprint mods Blueprint String, Foreman, and Killkrog's Blueprint Manager The stats of this new build are as follows: 4683 circuits/min (1. Thank you all who corrected me. It uses 64 T3 modules only (40 speed + 24 prod). Most late game builds usually default to one of two designs: 8 beacons - compact and simple layouts 12 beacons - less entities and more UPS efficient After some experimentation, I managed to find a use case for 10 beacons: Blue Circuits (675/m) The main focus of this build was having a simple output ratio. It can be tiled to share one row of beacons and you can feed four of these comfortably with a 16 copper / 8 iron train station. Optimized to use only 4 green circuit assemblers to provide a full blue belt of circuits. Got a collection of 0,17 mid to late-game blueprints for fully compressed 4 belt output Green Circuit builds in both Red (7,2k/min) and Blue Belt (10,8k/min) outputs. Here are two of my red circuit builds !blueprint Blueprint book. Community-run subreddit for the game Factorio made by Wube Software. Tags. -2. Overview. You can prolly just watch 115 to get her idea, she spent a lot of time fixing up inputs rather than actually making the Green Circuits 'work'. Blueprints can be exported from the game using the in-game blueprint manager. Search the tags for mining, smelting, and advanced production blueprints. 57 wire per second. These builds are intended to produce fully compressed blue belts of each science pack. The copper wire assembler run on 12 beacons, the left (right) green circuit assembler on 12 (11) with 2 (1) efficiency module(s) mixed in to reduce overproduction and stalls. One Mall for everyone: 13 Elements, 1 Mainbus connector style & infinite The loop is part of the original idea and not an easy patch. *Updated 6/30/2019. This is a Space Exploration adaptation of the Fully Modular Mall design by Rahbek (Vanilla) and Valyrin (Krastorio2). Mid game = the setup you use to make the material faster. 22 build. Find blueprints for Factorio with advanced search. . 99 One thing to note is that on Expensive you generally want to start using productivity asap especially in green circuits - early on I tend to use 2x prod1 in the electronic circuits, which slows it down -30%, and no productivity in the copper wire (since copper is much less limiting than iron), this results in a (exact) 3. copper wires are directly inserted. Apr 17, 2021 · UPS optimized green circuits 45/s. Components Feb 1, 2021 · How to create, edit and save blueprints in Factorio. KoS Late Game Mall Version 2. 3. (smelting not included) Copy to Clipboard. I use 2x 3600gc/min builds (slightly larger than in the image) to put 3 blue belts on the main bus. Compressed Green Circuit Blueprint. These builds are intended to produce fully compressed blue belts of green circuits. I can keep it organized really well. 1 belts blue circuits 8 belts red circuits 34 belts green circuits This makes 1/8 of that (missing 2 belts of green). I am looking for some kind of blueprint for green circuits that is small in size but also utilises beacons. ingredients are fed by one-side belts. Mainbus with green circuits Find blueprints for the video game Factorio. 53 votes, 27 comments. The first is my early game build the ratios should be good, It produces its green circuits on site, however it is a mess. End-game green cells build. User: Bbreezyalex Last updated: 12/23/2022 Created: 12/23/2022 Favorites: 0. The electronic circuit is the first in a line of circuit-type intermediate products. 1 GC assemblers to fill a blue belt, and since you can't have . If the rows used for input and output belt-fu are counted, this drops to 41. Smelting and green circuit assembling are done in a single row, to minimize belt shuffling and consume ore belts fully. mainly for advanced late-game products. So I usually stick with a bus, not because it's my favorite, but because it's what I do the best. 4 = 28. Fortunately I was able to come up with a build similar in size (18x19 instead of 19x18) that is not copper starved: blueprint. Tags Oct 6, 2018 · Beaconed green circuit ratios/math. Jan 29, 2024 · Circuit green layout factorio late game comments Factorio blueprint Factorissimo green circuit layout : factorio Green circuits factorio circuit visit auswählen pinnwand する 選択 ボード Share your late game green circuit layout! : r/factorioFactorio factories Factorio early-game walkthrough [v1. *science and smelting not included. 1: Standard 2:3 build. 542 circuits/min/tile - Approaching 8. first time posting my factory units design, advice are welcome! 10. Oct 1, 2020 · FACTORIO MASTER CLASSThis series of Tutorials and How To Guides help you become a better Factorio EngineerEach video serves as a beginner's guide but also co After working on a design for late-game green circuit production, I decided to tackle red circuit production using the same design constraints: entirely belt-fed, a consistent 8 beacons per assembler, and enough output per column to fill a whole belt. So it's pretty close to a 1:1 relationship between copper/iron, though, as pointed out elsewhere the OP would benefit from Belt based green circuit outpost with integrated smelting: >30k circuits per minute. I need a simple green circuit blueprint. 2. Not really interesting. Jan 6, 2024 · Details. Jun 30, 2023 · Description. Tileable late-game blue circuits (7. Share your designs. This is my first build, green circuits! This takes 1 1-4 train in for each iron and copper plates, feeds into 8 belts, and then into 4 rows of green circuit automation. blueprint. Story: I started producing T3 modules and wanted to use beacons on green circuits. 4k/m with 32 assemblers. 25 copper because they have a 20% prod bonus and you get 2x per copper, so you end up with 1. My inspiration for these builds are Nilaus's Master Class video on late-game electronic circuits. 2 green circuit factories. So top of belt is iron, bottom is green circuit. I didn't like any of the late-game green circuit blueprints, so I decided to roll my own: image [blueprint] (… Dec 23, 2016 · This design is unfortunately copper starved. - To avoid as much as possible designs that will need to be replaced. I designed it so as to condense the layout at much as possible (for the shear challenge of it) which I was able to condense the design down to a 100% space efficiency Factorio Blueprint book with all blueprints from Nilaus's Master Class series Green/Red/Blue Circuit Designs by Nilaus - FACTORIO MASTER CLASS. Just like my comments above in that order. 8 tiles long) Pre Beacon Advanced Circuit Setup (max. It takes four copper input and two iron to make one blue belt of green circuits. 18 Tutorial/Guide/How-to. With 12 beacons, you need 2. The pic is good but I've found it useful to place a filter inserter set to the right type of input in the blueprint so when you place it, you can just see what needs to go where. 34 votes, 15 comments. 8 of these (and 2 extra belts of green circuits) are enough for 2700 spm base. 3Greens. its to prevent the belt from blocking with left over plastic and green circuits. With 10 beacons, you need 2. -Sulfuric acid train for easy uranium mining. I've built a belt based outpost making green circuits from raw ores. Small design to get full blue belt of wires, and also gears if you change the receipt for the factories. Late game = utilizing max beacons and modules. outputFully beaconed green circuit build w/o gaps (blueprint in the comments Circuit blue factorio blueprints tileable blueprint commentGreen production belt blue factorio circuits blueprint beacons only comments. 5x1. I am late game now, and I need to redesign my green circuit production but I think my brain will melt trying to calculate beacons and everything else involved etc. Meta: Inputs are marked State: Late game. When working with belts, it’s convenient to have a design that produces a clean full belt to avoid the need for lots of Find blueprints for the video game Factorio. Show Json. :D 2700 spm (1 blue belt of each) needs: 1. • Easily tileable. ) Introduction. May 8, 2017 · Edit: I tested out two 1:2 designs, one with extra beacons in between the plants and one without. But now you can place the GC and the Factorio Prints. 5 belts of copper per line of Green Circuits). Tiers are following and include two versions of the same design -- one with input and output belts being on the same side and one with the input and output belts on opposite sides of a smelter (for a total of 6 blueprints): Early-Game/Yellow Tier: Stone Furnaces, Wooden power poles, Yellow belts, Basic Electric Inserters, Long Arm Electric You only need 3 assemblers to saturate a green belt, and some of the buffers were unnecessary. 2x2 = 3. Show Blueprint. Each 3:2 set makes 4. 14 blueprint mods Blueprint String, Foreman, and Killkrog's Blueprint Manager 18 votes, 10 comments. If you have max production modules, instead you get 2. At mining efficiency 170 (not that far into the running of a megabase), each miner with 3 Speed 3s is pumping out half a Blue Belt of ore, so belted solutions tend to be less effective than just mining straight into the cargo wagon. 5:1 ratio. 5 tiles long) Pre Beacon Electric Circuit Setup (max. 2k. output is green circuit. 23x27 footprint - Beacons get reused if you build more than one blueprint of it, so it does actually approach a smaller footprint of 20x27. I'm thinking on my new factory to split Based on the 1 copper wire assembler can support 6 red circuit assemblers principle and working from there, trying to keep it compact, but tile-able. Early Green Circuits. But build 2 is a lot cheaper and still maintains a perfect ratio. 2 favorites Wonderful red circuit build. To make 10 red circuits per second you need 40/1. This compact square shaped mall contains mostly everything you need for mid to late game; a few items have been left out. 9 smelters with 12 beacons each compresses an out belt, and consumes 37. In addition to all of Bob's/Angel's mods, I am recommending the following mods Oct 7, 2018 · I this guide, rockets are only a means to Space Science and to the improved robots, mining, etc that come with it, - To minimize the tedium of the early game. Blueprint string. 488 KJ/circuit - Approaching 433 KJ/circuit. I love these mods so much I wanted to create extensive blueprints for anything you'll need from start to first rocket. 77 bb copper plates + ~0. So you could almost completely supply 53 tiles of 9 smelters, resulting in 53 belts of plates coming out. com/view/-N9HSRC6owPPd6WNXyQS A neat late game green circuit build from raw ore: 2500 green circuits/min It isn’t necessarily the most optimal design in existence, but it’s fairly compact, reasonably efficient, and satisfies my particular aesthetic choices. ijasduij. My green circuits designs come in two flavors: one design for a single red belt, and one for two red belts. 3 tiles long) Early Game Advanced Circuit Setup (max. trains are unloaded 2 wagons at a time with immediate waiting bays. Output is always the top one, then all of the inputs which are Nov 28, 2016 · I wanted to create nice 'racks' for green+red and green+red+blue circuit production. Green Circuits (Production Modules) Design / Blueprint. consume only ore. [Video Tutorial] There is also limited support for the 0. 8 wire per second, so it can keep up. 366K subscribers in the factorio community. 4k which exceeds the target of 7. Belt-based science production. Green circuits revamp at episode 113, going through 114 and 115. It utilizes 1/4 line of input copper (for wires)/iron (for gears) so you can connect 4 8 beacons per assembler. Key Features: -Makes literally everything in vanilla except science packs and smelted items. Factorio Prints. The interesting part of a mega base is the logistics, how you decide to move those 30 belts of iron between steel With the belt speed changes in 0. Stably produce 1k green circuit per min. It consists of 8 copies of this design ( blueprint string ). The 2:3 build is the most commonly used green circuit build. One such assembly is able to constantly produce a bit more than 7. Each " production row" is double sided, with 6 sets of 3 copper wire assemblers into 2 green circuit assemblers. May 7, 2017 · Green circuits builds for early-late game. • Output per block: 90 red Circuits/min. Last updated: 04/17/2021 Created: 04/17/2021 Favorites: 3. 2: 1:1 Build using assebmler1s for green circuits. 17, 3 assemblers are no longer able to fully saturate a blue belt with green circuits. 25x1. My design goals are: Density: The fraction of tiles occupied by assemblers is 6/11 (54. 7/s, 8 beacons/assembler) After my belt-fed, beaconized designs for green and red circuit factories, all that was left to do was complete the trinity. All inputs and outputs on the left. My ridiculous late game Mall of Most Things*. 10 tiles long) Hello r/factorio! This is my first post here, and I proudly present to you my design for red circuit production from copper, iron and plastic. ) 4 assemblers each of cables and GC's seem to be required. by leitk » Wed Nov 29, 2017 9:43 pm. You need 3 copper wire to make a green circuit, and normally a copper wire assembler makes 2 wire in the time that you can make a single green circuit. It only produces 533 circuits per minute, while the nominal speed would be 720/min. • Input: 1 red belt of copper plates + 1 red belt of green circuits + 1 red belt of plastics. 41. All input belts are red. 363K subscribers in the factorio community. I also wanted to make it early game compatible, so you can use this setup immediately The following are three blueprint strings to take you through an entire run of Bob's/Angel's Mods. Because everyone who finished the game at least once knows you always underestimate the need for red circuits. Fully beaconized and resource efficient (full of productivity modules 3). 8 cpm/module. You forgot to account for both productivity bonuses. View Copy. The main selling point for using build 2 early game is that it is very easy to upgrade to build 3 when The electronic circuit (or "green circuit") is a basic intermediate product, widely used throughout the game. Early game = the setup you use the first time you need to build that item. Nov 25, 2017 · Re: Late-game marathon Ore to circuits. Of course, blue circuits proved to be by far the trickiest, and it shows: sadly, this design doesn’t output a nice, round number like the other two designs do. 5 copper and 32. 369K subscribers in the factorio community. Enjoy. Each row ( image, blueprint string) fully consumes 100% of a copper ore Compact Beaconed Green Circuit. Just align the splitters and shift+click. iron plate belt. Reply. 14 blueprint mods Blueprint String, Foreman, and Killkrog's Blueprint Manager Oct 15, 2020 · FACTORIO MASTER CLASSThis series of Tutorials and How To Guides help you become a better Factorio EngineerEach video serves as a beginner's guide but also co You don't need a full belt of copper wire because of the productivity on red circuits. For late game when green circuits are in huge demand and modules pose no problem, this circuit production setup can't be beat! 45/s circuits out, only 34. So it seems that a very simple 1:2 design is actually Design / Blueprint. Wire/gears modular. To fully compress a blue belt 4 more red circuit Stats below are the current version found in the blueprint. Power Armor MK3 - Not absolutely necessary but it makes carrying enough inventory to build late game stuff a breeze and the extra slots for equipment (exoskeletons, roboports and power) help massively. The ratios are not quite correct, but 1 green -> 2 red + 2 Blueprint Link. then 3 copper coil factories. However, once I start getting to red circuits and higher, my organizations starts to fall apart and I start having a lot of inefficiency. 5%. Details. Dec 26, 2017 · The modules are produced at the bottom. 5 ore/second. Info. The level 3 modules don't need to be boosted. 9 tiles long) (Early) game Processing Unit Setup (max. I am playing on 15. Not as many clean lines but only requires 2 beacons per setup. 3: Upgraded build with production modules. The screenshot shows two tiles, but the blueprint contains just one. Following description is taken from the original page, with edits for Krastorio / SE adaptations. No belt-weaving, input from and output to below. 23 votes, 10 comments. 1 MW. -Automated kovarex enrichment that feeds extras into the network The Blueprint book looks roughly like this (don't mind the modules): Early Game Electric Circuit Setup (max. - To invest as little as possible in early game tech that needs to be replaced. (Assuming 1:1 cables:GC with full productivity, as is typically done. I use three in a row(3rd blueprint) the blue belt inputs are exausted but with only two Dec 23, 2022 · Find blueprints for Factorio with Green Circuit Blueprint. It IS 3 copper, 2 circuit. This is a site to share blueprints for the game Factorio. Green Circuits from scratch. Design / Blueprint. 6k green circuits per minute when fully beaconed but I was able to leave out the outermost beacons and still produce more than 7. 0 favorites simple red & green pack. 4 assemblers, so rounded up it's still only 3. This mall is based on logistics bots, and needs a lubricant and water input, with the inputs marked by functionless constant combinators on the bottom left. I've had good results by moving wires from assembler -> chest -> chest -> assembler with the assemblers touching. Stats below are the current version found in the blueprint. makes almost 1 full blue belt. - Burner stage: Details. The level 1 and 2 modules needed 3 beacons each to get enough production with only 4 cq 2 plants, so by placing them at the end of the column they get the right boost. However, since stack inserters were added to the game, only a single belt of copper is necessary. All red circuit assemblers run continuously and unfortunately they only produce ~41 circuits per second not enough to compress a blue belt. This allows alternating lines of beacons to have their maximum effect, and still allows the throughput of chest to chest inserters. Unfortunately, with red circuits, it’s impractical to fill a whole blue belt with a single Jun 17, 2018 · Also can be expanded but will require more lines of input. ~0. can be parallely stacked. 4x4 = 30. png. Copy to Clipboard. it is also necessary due tot the fact that the input and output items namely green circuits, plastic and red circuits are on the same belt. highly beaconed. 95125 blue belts) 38. 673 circuits/min/tile. Happy automating! The bigger you go, usually the more you break out, so a mega late game science blueprint would just be a few belts into a row of science machines with a belt coming out, all surrounded by a bunch of beacons. 2 iron in. Hey fellow engineers! I have completed the latest version of my blueprint base book, BobAAAces Base Book v2. 225 votes, 38 comments. 9 too. 1 assembler, you end up with 3 instead. 8, which is extremely close to 3. In terms of ratio I‘d say they are equal Aug 26, 2023 · Steam community :: screenshot :: green circuit setup, late game. Here is an early to mid-game blueprint for green circuits -- it's tileable so you can expand when you need more. Jan 27, 2019 · Need tips for mid-game/late-game. This is what I know: - Use 3 copper wire assemblers for every 2 GC assemblers, to get a proper ratio. STEPS/MILESTONES. You have 1 row to spare without losing the beacon grid, which I use to get the second assembler to cross side so output is on the right side of the belt. This setup produces a perfectly compressed blue belt of green circuits in just 24x10 tiles per copy (it stacks vertically, reusing beacon rows). Older designs used two belts of copper. Pastebin v2 (Designs are modified from picture above. I learned alot making this hopefully you find it interesting. I naively designed a 12-beacon tileable direct insertion on my own, then went online to look for ideas, then I realised 8-beacon is much more efficient. 0]Factorio green circuit tileable layout. - Make optimal use of speed beacons. Some of the more commonly used blueprints are accessible from the main book, with other Mar 17, 2019 · Here's a late game red circuit setup with beacons producing 2. -Auto balanced oil processing. Computing output/module: 1:2 boosted gives 635 / 32 = 19. These blueprints were created on the 16. This is the design i'm currently in the process of replacing -- i kept upgrading it as far as i could, and i'm only now replacing it, so it should last you a long while. The following blueprint book includes both a blueprint of a single column (40/s), as well as the tiled version in the screenshot (200/s). Today, I present over-engineered, late-game builds for green circuits. I decided to try and have a go at making 40 Green Circuits/second while also abusing productivity modules, since using them allows you to cut down the amount of assembly machines and gets you under 1 belt of copper input (as opposed to 1. The next two are the same, the first(2nd in total) is a single segment. • Max output (need 9 blocks): 800 red circuits/min (full yellow belt or half red belt). Jan 26, 2020 · Nanobots: Early Bots - Takes the tedium out of the early game and they are fantastic for tree removal late game. Copy to Clipboard Poll: Which green circuit blueprint is better? (SE) Top: The original, looks clean, requires 2 1/3 beacons per setup though (assuming you have other lines tiled side by side) Bottom: The new, the slightly wackier, slightly more attitude. You should see a blue square appear to the bottom Late game belt based red circuit setup: 13440 circuits per minute. This Factorio blueprint master book contains 236 Blueprints and 13 Blueprint Books to help you from early, mid, and late game. Produces one fully saturated blue belt of output. by zOldBulldog » Sat Oct 06, 2018 10:50 am. 7. - Have as close to optimal ratios as possible. the 3 copper wire is generated using 1. 5%) in the main rows of assemblers. To create blueprints in Factorio, you must first switch the game to Blueprint mode (ALT+B). 0. Blue belts used internally. Tested in 0. Requirements: - Only raw resources as input (plates + plastic + sulphur gas) - Have 4xprod4 modules in all assemblers. The extra beacons get 635/m output for 32 modules, without it is 517 for 24. Another useful thing is to have the direction of the output to be easily changeable. The designs are not intended to scale into the endgame, so there's no reserved space for beacons. 1b) Belt-based, beaconized, resource efficient. lzdiqxkeksqgwnmnizxf