All input belts are red. In terms of ratio I‘d say they are equal Aug 26, 2023 · Steam community :: screenshot :: green circuit setup, late game. With 10 beacons, you need 2. Info. 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. The electronic circuit is the first in a line of circuit-type intermediate products. 3 tiles long) Early Game Advanced Circuit Setup (max. This is what I know: - Use 3 copper wire assemblers for every 2 GC assemblers, to get a proper ratio. One wire assembler can produce 5. 8, which is extremely close to 3. ~0. Simple Upgradeable PLASTIC from 15 to 90 per second - Factorio 0. 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. Search the tags for mining, smelting, and advanced production blueprints. 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). 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. Blueprint book: https://factorioprints. Optimized to use only 4 green circuit assemblers to provide a full blue belt of circuits. 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. 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. Requirements: - Only raw resources as input (plates + plastic + sulphur gas) - Have 4xprod4 modules in all assemblers. I am looking for some kind of blueprint for green circuits that is small in size but also utilises beacons. I tightened it up a bit: blueprint in reply. The level 3 modules don't need to be boosted. 25 copper because they have a 20% prod bonus and you get 2x per copper, so you end up with 1. ingredients are fed by one-side belts. I need a simple green circuit blueprint. I thought I understood it and even designed my own. But build 2 is a lot cheaper and still maintains a perfect ratio. 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. 5%. - To invest as little as possible in early game tech that needs to be replaced. Green circuits production (especially non-beaconed) is very well covered in tutorials and blueprints. Each row ( image, blueprint string) fully consumes 100% of a copper ore Compact Beaconed Green Circuit. 6k green circuits per minute when fully beaconed but I was able to leave out the outermost beacons and still produce more than 7. 5 ore/second. It utilizes 1/4 line of input copper (for wires)/iron (for gears) so you can connect 4 8 beacons per assembler. I use 2x 3600gc/min builds (slightly larger than in the image) to put 3 blue belts on the main bus. 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. Wire/gears modular. 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. 673 circuits/min/tile. Components Feb 1, 2021 · How to create, edit and save blueprints in Factorio. 53 votes, 27 comments. My inspiration for these builds are Nilaus's Master Class video on late-game electronic 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 cpm/module. Today, I present over-engineered, late-game builds for red and green science packs. 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. 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. 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). Not as many clean lines but only requires 2 beacons per setup. 1 MW. Blueprint string. 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. No belt-weaving, input from and output to below. 1 belts blue circuits 8 belts red circuits 34 belts green circuits This makes 1/8 of that (missing 2 belts of green). Pastebin v2 (Designs are modified from picture above. 2x2 = 3. blueprint. 2 favorites Wonderful red circuit build. • Output per block: 90 red Circuits/min. This setup produces a perfectly compressed blue belt of green circuits in just 24x10 tiles per copy (it stacks vertically, reusing beacon rows). 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. 4x4 = 30. 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. 2: 1:1 Build using assebmler1s for green circuits. • Max output (need 9 blocks): 800 red circuits/min (full yellow belt or half red belt). 369K subscribers in the factorio community. Of course, for very late game it becomes more efficient just to lay tracks over the ore patch, and mine directly into the trains. 366K subscribers in the factorio community. 3. Takes a belt of half plastic and half green circuits on the outside and a belt of copper in the middle. • Easily tileable. For more info, checkout the blueprint wiki. Here are two of my red circuit builds !blueprint Blueprint book. 4 = 28. the 3 copper wire is generated using 1. Not really interesting. Stats below are the current version found in the blueprint. Jan 6, 2024 · Details. My current equipment consists of: Feb 19, 2023 · Find blueprints for Factorio with advanced search. The designs are not intended to scale into the endgame, so there's no reserved space for beacons. *Updated 6/30/2019. These builds are intended to produce fully compressed blue belts of each science pack. However, once I start getting to red circuits and higher, my organizations starts to fall apart and I start having a lot of inefficiency. Enjoy. 4k/m with 32 assemblers. So I usually stick with a bus, not because it's my favorite, but because it's what I do the best. It's quite common to not go to full 12 beacons with green circuits, but go for ten beacons instead. Factorio Prints. Computing output/module: 1:2 boosted gives 635 / 32 = 19. 8 of these (and 2 extra belts of green circuits) are enough for 2700 spm base. 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. Because everyone who finished the game at least once knows you always underestimate the need for red circuits. 225 votes, 38 comments. 41. 1: Standard 2:3 build. ) Introduction. by vanatteveldt » Sun Sep 25, 2016 1:08 am. - Have as close to optimal ratios as possible. These builds are intended to produce fully compressed blue belts of green circuits. Tileable red circuit production. Key Features: -Makes literally everything in vanilla except science packs and smelted items. 2. 542 circuits/min/tile - Approaching 8. May 8, 2017 · Edit: I tested out two 1:2 designs, one with extra beacons in between the plants and one without. top belt is copper. -Auto balanced oil processing. 7. STEPS/MILESTONES. It only produces 533 circuits per minute, while the nominal speed would be 720/min. Community-run subreddit for the game Factorio made by Wube Software. One such assembly is able to constantly produce a bit more than 7. If you have max production modules, instead you get 2. Green Circuits from scratch. Tileable Coal Liquefactio - FACTORIO MASTER CLASS. Fully beaconized and resource efficient (full of productivity modules 3). 57 wire per second. My green circuits designs come in two flavors: one design for a single red belt, and one for two red belts. 2 green circuit factories. 1 assembler, you end up with 3 instead. Jan 27, 2019 · Need tips for mid-game/late-game. 18 Tutorial/Guide/How-to. 2k. 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. png. can be parallely stacked. 77 bb copper plates + ~0. 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). Tags. Design / Blueprint. This allows alternating lines of beacons to have their maximum effect, and still allows the throughput of chest to chest inserters. Tags Oct 6, 2018 · Beaconed green circuit ratios/math. 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. Oct 27, 2022 · Green/Red/Blue Circuit Designs - FACTORIO MASTER CLASS. KoS Late Game Mall Version 2. 25x1. Overview. 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. Share your designs. The 2:3 build is the most commonly used green circuit build. Mar 21, 2021 · State: Early game State: Mid game State: Late game. Copy to Clipboard. impetus maximus. Early game = the setup you use the first time you need to build that item. 8 cpm/module. This is a Space Exploration adaptation of the Fully Modular Mall design by Rahbek (Vanilla) and Valyrin (Krastorio2). Jan 26, 2020 · Nanobots: Early Bots - Takes the tedium out of the early game and they are fantastic for tree removal late game. The ratios are not quite correct, but 1 green -> 2 red + 2 Blueprint Link. 23 votes, 10 comments. Story: I started producing T3 modules and wanted to use beacons on green circuits. Tileable late-game blue circuits (7. 3: Upgraded build with production modules. Older designs used two belts of copper. Find blueprints for Factorio with advanced search. 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. Late game = utilizing max beacons and modules. 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. by zOldBulldog » Sat Oct 06, 2018 10:50 am. The screenshot shows two tiles, but the blueprint contains just one. Show Json. 488 KJ/circuit - Approaching 433 KJ/circuit. • Input: 1 red belt of copper plates + 1 red belt of green circuits + 1 red belt of plastics. Contains Green, Red and Blue circuits blueprints. Thank you all who corrected me. Easy OIL with COAL LIQUEFACTION - Factorio 0. Green Circuits (Production Modules) Design / Blueprint. Mainbus with green circuits Find blueprints for the video game Factorio. To make 10 red circuits per second you need 40/1. Each 3:2 set makes 4. My design goals are: Density: The fraction of tiles occupied by assemblers is 6/11 (54. 8 tiles long) Pre Beacon Advanced Circuit Setup (max. makes almost 1 full blue belt. So top of belt is iron, bottom is green circuit. 16. 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. Tested in 0. Compressed Green Circuit Blueprint. Nov 25, 2017 · Re: Late-game marathon Ore to circuits. I can keep it organized really well. But now you can place the GC and the Factorio Prints. 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. 5 copper and 32. 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. You forgot to account for both productivity bonuses. Following description is taken from the original page, with edits for Krastorio / SE adaptations. by leitk » Wed Nov 29, 2017 9:43 pm. - To avoid as much as possible designs that will need to be replaced. With 12 beacons, you need 2. -Sulfuric acid train for easy uranium mining. 5 green circuits/sec with 4 productivity The only relevant parts are copper wire and green circuit production. The first is my early game build the ratios should be good, It produces its green circuits on site, however it is a mess. May 7, 2017 · Green circuits builds for early-late game. 23x27 footprint - Beacons get reused if you build more than one blueprint of it, so it does actually approach a smaller footprint of 20x27. All inputs and outputs on the left. 34 votes, 15 comments. 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. 9 too. It consists of 8 copies of this design ( blueprint string ). 95125 blue belts) 38. This red circuit setup fully consumes 8 blue belts of green circuits and plastic bars, producing 13440 red circuits per minute. Useful for me because takes small space. 5%) in the main rows of assemblers. 1b) Belt-based, beaconized, resource efficient. It uses 64 T3 modules only (40 speed + 24 prod). Jun 30, 2023 · Description. So it seems that a very simple 1:2 design is actually Design / Blueprint. The next two are the same, the first(2nd in total) is a single segment. To create blueprints in Factorio, you must first switch the game to Blueprint mode (ALT+B). Mid game = the setup you use to make the material faster. To fully compress a blue belt 4 more red circuit Stats below are the current version found in the blueprint. 0]Factorio green circuit tileable layout. 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. Stably produce 1k green circuit per min. 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. I've built a belt based outpost making green circuits from raw ores. 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). You should see a blue square appear to the bottom Late game belt based red circuit setup: 13440 circuits per minute. (Assuming 1:1 cables:GC with full productivity, as is typically done. Dec 26, 2017 · The modules are produced at the bottom. then 3 copper coil factories. 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. Another useful thing is to have the direction of the output to be easily changeable. I've had good results by moving wires from assembler -> chest -> chest -> assembler with the assemblers touching. 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. 14 blueprint mods Blueprint String, Foreman, and Killkrog's Blueprint Manager The stats of this new build are as follows: 4683 circuits/min (1. first time posting my factory units design, advice are welcome! 10. 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. . 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. Today, I present over-engineered, late-game builds for green circuits. (smelting not included) Copy to Clipboard. Reply. [Video Tutorial] There is also limited support for the 0. ijasduij. It takes four copper input and two iron to make one blue belt of green circuits. Find blueprints for the video game Factorio. -2. iron plate belt. However, since stack inserters were added to the game, only a single belt of copper is necessary. 2 iron in. End-game green cells build. trains are unloaded 2 wagons at a time with immediate waiting bays. 8 wire per second, so it can keep up. ) 4 assemblers each of cables and GC's seem to be required. Smelting and green circuit assembling are done in a single row, to minimize belt shuffling and consume ore belts fully. 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. This is a site to share blueprints for the game Factorio. 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. Just align the splitters and shift+click. I am playing on 15. 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. Hey fellow engineers! I have completed the latest version of my blueprint base book, BobAAAces Base Book v2. Early Green Circuits. 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. 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. 1. 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. The extra beacons get 635/m output for 32 modules, without it is 517 for 24. output is green circuit. Blueprints can be exported from the game using the in-game blueprint manager. 17, 3 assemblers are no longer able to fully saturate a blue belt with green circuits. One Mall for everyone: 13 Elements, 1 Mainbus connector style & infinite The loop is part of the original idea and not an easy patch. mainly for advanced late-game products. Green circuits revamp at episode 113, going through 114 and 115. Just like my comments above in that order. Belt-based science production. 363K subscribers in the factorio community. 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. :D 2700 spm (1 blue belt of each) needs: 1. 359K subscribers in the factorio community. 22 build. Produces one fully saturated blue belt of output. 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'. 1:2 normal gives 517 / 24 = 21. highly beaconed. Details. Small design to get full blue belt of wires, and also gears if you change the receipt for the factories. 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. 0 bb green circuits (bb = blue belt) 4 Input lines of copper and iron should thus be able to supply 5 lines (not tested). Meta: Inputs are marked State: Late game. copper wires are directly inserted. This Factorio blueprint master book contains 236 Blueprints and 13 Blueprint Books to help you from early, mid, and late game. So you could almost completely supply 53 tiles of 9 smelters, resulting in 53 belts of plates coming out. -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. Show Blueprint. 5:1 ratio. consume only ore. 4k which exceeds the target of 7. 3Greens. Blue belts used internally. *science and smelting not included. Fortunately I was able to come up with a build similar in size (18x19 instead of 19x18) that is not copper starved: blueprint. 14 blueprint mods Blueprint String, Foreman, and Killkrog's Blueprint Manager 18 votes, 10 comments. This compact square shaped mall contains mostly everything you need for mid to late game; a few items have been left out. If the rows used for input and output belt-fu are counted, this drops to 41. 5 belts of copper per line of Green Circuits). 72 bb Iron plates -> 1. View Copy. 0. Apr 17, 2021 · UPS optimized green circuits 45/s. 5 tiles long) Pre Beacon Electric Circuit Setup (max. User: Bbreezyalex Last updated: 12/23/2022 Created: 12/23/2022 Favorites: 0. 4 assemblers, so rounded up it's still only 3. Here is an early to mid-game blueprint for green circuits -- it's tileable so you can expand when you need more. 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. All red circuit assemblers run continuously and unfortunately they only produce ~41 circuits per second not enough to compress a blue belt. Last updated: 04/17/2021 Created: 04/17/2021 Favorites: 3. 9 smelters with 12 beacons each compresses an out belt, and consumes 37. I love these mods so much I wanted to create extensive blueprints for anything you'll need from start to first rocket. 5x1. I learned alot making this hopefully you find it interesting. 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. 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. Each " production row" is double sided, with 6 sets of 3 copper wire assemblers into 2 green circuit assemblers. 9 tiles long) (Early) game Processing Unit Setup (max. My ridiculous late game Mall of Most Things*. 0 favorites simple red & green pack. It IS 3 copper, 2 circuit. 1 GC assemblers to fill a blue belt, and since you can't have . - Burner stage: Details. 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. - Make optimal use of speed beacons. These blueprints were created on the 16. 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. its to prevent the belt from blocking with left over plastic and green circuits. 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. 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. 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. Each copy consumes a belt of green circuits, a belt of plastic, and about 71% of a copper Details. cs na cs yz ua ik vj bz pq zz