Factorio city block designs

Factorio city block designs

For my next city block project, I’ll integrate it as a block. You can build your stations in the rail block and then belt materials one block, into/out of your production blocks. I use 144 for better dividing than 150 (mainly for 8, 9, 12). I keep a reserve of around 67K Speed modules and 33K Prod Mods in a 1 block prod/speed mod factory, fed by 2 blocks of green, 2 blocks of red and 1 block of purple circuits. Prod mods (and Speed mods) in my factory are actually a common commodity. I used them to create a block, adding a 3-way Create a "Depot" city block, with a dense array of tracks exiting to two sides of the block. City Block - Solar. There is also a blueprint for refined concrete that fits each block. No mods so vanilla factorio but it is on peaceful A very simple to use set of blueprints to make a rail network using the city block design. Blueprinting from MAP and GRID ALIGNMENT; Rails & City Blocks | Factorio 0. This was on purpose to build up a supply of iron for hand crafting the reset of the steel plant that is off the top of the screenshot. So I've been building a Train/City block map and only building inside my 100 x 100 grid blocks I've got every factory made to make everything and transfer by train. true. Landfill water, build over ore. However, the 3 input case is pretty common, so the city block design should give it DUCKSES. What that looks like right now is uniquely named stops with one train moving from a resource-out location to one or more resource-in locations. - Train enters/exits on the top left/bottom right edge, and the You need a bunch of block types, first off the standard layout that you want to go with. 34 14648. Much bigger city blocks can include train tracks directly in them. Small details in implementation can make one city block design work perfectly in one factory and be useless deadlock in another, so just keep in mind that "if it works for your design, then it's fine" is an acceptable answer. Features. e train limit = 2. How big will it be, and will it be square or rectangular. My top tip. Nov 14, 2021 · This intersection attempts to keep a pair of compatible lanes running at high speed as long as possible. City Blocks. Here is the blueprint book I designed in the making of this megabase. " I mean, "subfactories connected to a rail network" describes city block design pretty well. Members Online My base at the end of Krastorio2, my first attempt at making a base with trains instead of a belt bus, somehow got away without ever having any problems with it Jul 28, 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 Take my replies below with a grain of salt. 7*6) =~ 48 seconds to load the train. It took me 5 friggen hours with random 30 favorites City Block Base 438 favorites Everything you need (1. The network was designed for 1-4 trains but there also were 1-2 trains for high value materials. Only the 1300 mega base should be built off on its own. In Factorio terms, this is like setting a certain train size standard and then making all stations like that. When a player is close it will trigger the train signal and I wanted to get everyone’s opinions on how they prefer to layout their train tracks within city blocks. The building space was enough for most uses, but it felt like I had to split up a few too many blocks that were slightly too big, and the ratio of tracks to factory was a bit high for my liking. 000 Science / min Megabase created by Little_Elia featuring City Blocks, lots of Master Class designs and connected through Logistic Those would need larger city-blocks in smelting section - ~120 tiles and ~200 tiles respectively. create a 4-way intersection centered on this corner. 100x100 is a good size for trains 1-4 with waiting zones for each train. Then there is the matter of shape. It's my second overall Factorio run and a first try of IR3. You can fit the different rail blocks (eg straight, left turn, right turn, t junction) together to form a square around your green circuit city block. You can have sections of your base use different layouts if needed, don't try to fit everything within your default blocks. Login. 31. Nov 26, 2022 · Factorio Blueprints. Except for the charcoal it is in a self contained cityblock (4 large electric poles in length and width). - 4 lane trains (2+2, right hand drive) - include power (Big power pole) - include green/red signal. When placing this down correctly the ports will still touch with the logistical zone. OP • 2 mo. It contains a magnificent main bus that spans multiple "city blocks" an K2SE Production HUB/Mall (City-Block Design) Design / Blueprint. Book Contents. About. Jul 3, 2023 · Find blueprints for Factorio with advanced search Login. 3%. Limiting them to just right and straight will ultimately doom your train pathing. 21 KB 1. You can 'break the mold' of your city blocks of needed. Masterclass by Nilaus - Master book Grid Aligned City Blocks and Rail Segments - FACTORIO MASTER CLASS. kinda brakes the rule of thumb i learned in the comments but the intersection seems to work City blocks should use the Blueprint grid feature to align blocks perfectly. I intentionally keep my 3-8-3 ore trains outside my blocks so my 1-4-1 network won’t get deadlocked. Adding two more directly adjacent will create another block. 87. So I recently decided to tear up my entire death world base (at purple science) to put it on a clean city block bus set up, with rail expansion blocks. Horizontal, Corner, T-section, 4-way Intersection. Solutions for small blocks (96x96 or 100x100), medium (200x200) and large blocks Jumpstart, starter, science, and mega hub should all be built within robo-port range of each other. 03 KB 1. Then you build the rails around this completed factory block. They mostly consist of electrical grids, and radar and roboport coverage. I was first considering making a massive train station in one block but it quickly became a mess of belts. place the power poles for the center corner of this 2x2 grid out to the joining roboports. There isn’t a right or wrong way, just lots of different ways to try out. (I'm thinking about 1-1-1 double headed trains to further simplify the station designs) I was burned out pretty quickly when I was designing and building highly scalable city blocks and I needed to realize that I would have been more productive and it would have been more fun to make it as simple City blocks are usually without the built-in train system encircling them. My City-Block Design. The option is on a menu screen when you click on a station. As the title says, I used the editor to create a blueprint book containing Nilaus' City Block designs with landfill under each entity. Recipes in IR3 are more complex anyway, that's why I the city block design is also a copy-paste friendly design. 1-2 trains work great at that size with simple station 4 Be careful with signals, I haven't thought it through so there may be a deadlocks. This is similar to what I do, except I am bigger. You put train stations along the sides of the grid to bring in materials and take away the finished product. Straight: 33. Octogons, Hexagons, Squares, Circles, 50x50, 100x100 anything goes, what are your favourite cityblock designs? I just finished a K2 playthrough and used cityblocks for the first time, and absolutely loved it, id never really used trains outside of outposts etc. As the base becomes big enough, you approach 1 intersection per city block. If the station has trouble, the whole block system has trouble. City blocks work very differently for different people, and especially based on how they're used. I'm not an expert, but I firstly made chunk-aligned rail blueprint book (straight and 3-way intersection, my hexagons don't need 4-way). User: Noden Sulis Last updated: 07/03/2023 Easiest thing to do is to makeit yourself. - Design before Build: First time running the base". It supports trains up to length 8 and includes blueprints of stations for trains of length 6 and length 8. - No Modules or Beacons: Clean designs. (this allows the base to build its self instead of you building it). This naturally makes 3-way intersections which are more efficient than 4 way intersections. You have to consider how you will gather resources and how you will move products. All trains have schedules that look like Depot -> Provide -> Request. 4. Also made a BP with two stacked stations - sometimes 4 stations in a block aren't quite enough. Plus its highly scalable since trains are awesome, something a bus design struggles with. And if you notice some stations aren’t getting enough, just add more trains (provided you have enough actual circuit manufacturing and throughput) Also bear in mind that you’ll want to set train limits on stations to keep several trains from piling up on the same station. After having that problem too, I came up with this (2-way/4lanes right Community-run subreddit for the game Factorio made by Wube Software. - Harder to ensure you've got enough trains at any one time. Image. This way the design can consistently and reliably produce 16 blue belts. The base is a single 4 lane highway. I usually don't have separate GC factories past 1k SPM or so (save whatever I need for my mall) - past that UPS starts to become a very real concern and due to the staggering quantities needed it's far more efficient to create GCs on site. Add a Comment. add decoratives and make the 4-way block print. 1. - No buffers: Everything at perfect ratio. Each station takes up a whole side of the city block. ago. By encapsulating factories in blocks you can more easily plan a big factory without having to worry about how each process functions outside its city block limit. 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 make an absolute grid aligned print of the stone tiles. 0 Mall, crafts over 120 different items from ores to endproducts) 1 favorites 500SPM Science + Silo + Labs City Block (Bob's mod req) Design / Blueprint. Since I mainly designed my city block to have like 2 items per side something like this seemed more feasible Oct 27, 2022 · Simple, Tileable EARLY SMELTING Designs | Factorio 0. Rail blocks go around the outside of your city blocks. 8x8 might be just enough, but I'd still say more like 10x10 or 11x11 would be better. Advanced Smelting (8 Beacon) 45 / sec output; Advanced Smelting (12 Beacons) 45/sec output; Advanced Smelting Stone Brick (8 Beacons) Steel Smelting 88 Ore -> 25 Steel / sec; Steel City Block 323 Ore -> 90 Steel/sec; Beacon/Module Circuit Builds - FACTORIO MASTER CLASS [item=electronic-circuit] 45 / sec Sep 12, 2019 · More items per block means less trains are needed to carry intermediate products. Smelting and module production is a great way to hash out your city block design before you commit to making the rest of the base. Rail Based City Block Design. Order Your Base with CITY BLOCKS | Factorio 0. Following here are some notes and changes, for a future, second iteration, of the megabase, mainly centered around improving performance. Info. My first time making city blocks I did 5x5 and only 2 rails (1 per direction). It's designed for 1-2 trains as far as intersections and fit go. This is made for my K2SE run but it would be very simple to alter Hi all! I'm a relatively new Factorio player, and this is my third overall save file. Also, consider leaving a few blank blocks around busy areas you think might expand, like your smelting areas. Pick a train length and see how large a green circuit design that feels appropriate for that train length would be. This allows you to spam City Blocks on top of water. My findings were that scattered smaller depots are favorable over big centralized ones. This is of course based on a city block design, using solely 1-1 trains (anthill style). ZavodZ. Then when you make a city block, you form the entire production like with inputs and outputs so that you reach complete belt saturation with your set train size. 7 items per second, it takes (40*200)/ (27. Now it's "done"! I've put at least 260 hours into this map. 0 BASE TOUR10. - Used different templates for 4,8 and 12 stations. Inside each square you have a self contained factory to produce a specific item. I'm do K2SE and have chunk size blueprints for modular city blocks. All of these factors go into your block size choices. Other than this, I have a depot block with multiple train parking lines where they get refueled. This is my first time using a train city block design, and so far I've kinda just blindly done whatever I think would work best. •. May 7, 2017 · The trains have a randomized destination to make them go straight or turn left/right, the probability of each direction can be controlled by assigning different direction different weights. Four adjacent intersections make a single city block. Next you gotta figure out your city block design. The main novelty here is the use of single-width rail for city blocks. Size of the block is actually mostly determined by distance between junctions being equal to size of the Smelting city block. 100x100 is a bit small, but it's the great size if you want different blocks for train tracks and stations and factories. Complaint. I’ve been following his deathworld YouTube series and his stupid clean and beautiful looking bases. 53 votes, 28 comments. This is my design for small city blocks in Industrial Revolution 3. Your intersections are crucial for train pathing. Train > City blocks. Otherwise, you should signal according to your longest train length. For 4 inputs, there won't be much room for processing, unless bots are used. I'm playing with biters so it would mean clearing out huge areas before I could do something meaningful. The city blocks are really just a framework that you can build multiple different types of bases within. 4 station one have 1 extra train capacity i. This blueprint book contains all the parts needed to build a 1KSPM City Block Factory. I have one such city block grid, which has dedicated grid squares with train connections, for building a bespoke train network that fits the landscape. Thanks! I like the way it looks too im just hopeful it functions well at a 2-3k spm scale lol. I imagine the answers will be quite different based on block size. Worse case scenario I am willing to use two city blocks together, if needed. View Copy. Long answer: a main bus will get you to a rocket (or even several rockets an hour) with minimal overhead and is pretty much always a good place to start off. I've settled on rectangular blocks 126x252 tiles in size that are offset in rows to only use T-junctions. An extra blueprint with the station with enough overlap with the block blueprint that it can be easily and confidently placed makes it pretty straightforward to customize blocks according to how many stations are needed. I am having a hard time building a blueprint with beacons in the Apr 19, 2018 · A few words from Nilaus who was kind and reviewed the base: "I got the opportunity to take a tour of an impressive beautiful Factorio base created by LilyRose: - No Robots: Pure belt love. You may have to jumper the bases together using robo-ports to connect them. The base revolves around the following principles: - Tile the base with hexagons (duh) - Left-handed rail system (because the signals can be on the inside) along the edges of the hexagons. Early Game Smelting - FACTORIO MASTER CLASS. Sort by: Truetech000. The main intersection is 58x58, but the train detector requires the 7-tile-spaced signals to extend past the end of the first train. Sep 24, 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 Appropo of my previous thread, here is two beta versions of the intersections and city block system based on 2-Lane/1-Way instead of 2-Way. need more product X? Copy paste a whole block of production for X. Most city block designs around here are using huge blocks. Masterclass by Nilaus - Master book Grid Aligned City Blocks and Rail Segments - FACTORIO MASTER CLASS City Blocks. however, I mostly used a bunch of blueprints for my cityblocks and it seemed a bit That's an awesome design! One thing to note, this is designed for city blocks with a 6 gap (between electric poles). Also depending on your design you have to consider your electrical grid and roboport coverage. For example, I use 96x96 blocks and use the middle chunk for either 2 or 4 lanes of tracks. They must be able to go any direction from any direction for it to work the best. Right: 33. This is my take on the crystals to mineral sludge step in seablock. Make sure to actually design your train system before you take those numbers for granted though :) In my previous non-city block 2k SPM megabase I used 11-16-0 trains for ore, 5-8-0 for plates, coal and oil, 3-4-0 for everything else. I'm about 40 hours into my second attempt at a space exploration run. The input/output of a block comes from the a costume station design that the blocks should be build around to fit. FACTORIO 1. I call my city-blocks sectors, as to me a city block contains a variety of buildings offering different goods and services, where my sectors have a single purpose. LTN stations using Krastorio 2 loaders. For example the Speed Module1 block, I have three train stations. Here are some details: - LHD grid aligned 9x9 chunks (294x294 tiles & 5x5 Roboports) area with 4 way Celtic knot intersection. Most people start with a 2*2 of roboports and build rails 2 blocks to the inside of the max logistic range and 2 blacks away from it. A block is 5 cells x 5 cells. I posted this base several months ago but I hadn't achieved consistent science production then. Up to 4 train stations (max length of 6) (1+4+1 is my recommendation for high acelerations) Power connection admits power-off by switch in futures This block incorporates a couple other blueprints, the main shout out to Xantaxia for the awesome intersections. Not forgetting to signal the middle of your block. The way I designed it, a block makes one thing only. What I did is create an intersection. Hi everyone! I'm gonna try to post a blueprint of my base everyweek. The rail system is formed by putting in either a straight track, turn, or 3 way junction that take 1 city block each (a 2x2 of roboports max logistic range). With 6 stack inserters per wagon, each moving ~27. City Block 100x100. 100 x 100 tileable city block with roboports! Based on Nihlous City Block - Saving here because I've lost my blueprints and I don't want to have to keep recreating them. Common sizes are 100x100 because that’s the size of a quad roboport coverage area. A (hopefully) well-organized compendium of the important blueprints I used when playing the excellent Space Exploration v0. Rail throughput ended up being the thing that slowed me down after making 3k spm. I made a version of Nilaus' city block blueprint book with landfill under each entity. City block designs really shine when you want to build really big, probably bigger than anyone who I usually will designate one product as the main product of a block, and if it backs up the whole block goes off-line, and any useful by-products will be stockpiled until the chests/tanks are full and then voided. by TheTom » Mon Nov 14, 2016 7:43 pm. How bigger the bus the more cumbersome it becomes, city blocks don't suffer from that as much. There is one at each corner for controlling train traffic (This is the three space intersection variant, not the two. 100 x 100 City Block Science. Community-run subreddit for the game Factorio made by Wube Software. Unfortunately I couldn't make it fit exactly inside one city block so it does stick out a bit at the top, any suggestions on how to fix this would be greatly appreciated. I'm also planning to do my next run with a similar city block design. Successful city block designs require planning. Then place each module of the factory inside the blocks as needed. by Guenni7 » Fri Nov 20, 2020 12:10 am. All vanilla, default settings. I haven't really used LTN with straight up city blocks, but I did use it extensively for a long time. 4 tiles gap between rails as it can perfectly fit roboports and h Agile_Ad_2234. Comes with two station designs: one for 1-1 trains with no stacker, and one for 1-2 trains with a stacker large enough for two extra trains Basic blocks, boundary segments, stations Stations have correct train limits configured Chunk-aligned For me the transition usually goes: Main bus - Main bus supplied by ore trains - Main bus supplied by smelter city blocks - City blocks producing tier 3 modules - City blocks producing everything else. I working toward a 1000spm mega base, and my base is basically city block style. It was the first map I launched a rocket on and so I've spent basically my entire Factorio career playing this one save. The chain signals behind that signal - which is to say, a ton of them, given that you have so few regular signals - then won't allow trains through. Generally speaking roundabouts have somewhat low throughput, so I'd go for 4 way intersections. Will try and keep it updated if it will get some attention. 34 54553. The stations fit two 1-2 trains in the queue behind the station (1-3 space, but the station only fits 1-2). Grid Aligned Blueprints - FACTORIO MASTER CLASS Community-run subreddit for the game Factorio made by Wube Software. Has a range of small building blocks and larger whole resource processing trains stations. The version with the roundabouts decrease traffic troughput by 50%. _-Ya_Boi-_. A city block base is arranged in a grid pattern (usually squares but other shapes can work too) with the lines made up of rails. Nov 15, 2020 · Re: City block train station layout. 6 mod. Find blueprints for the video game Factorio. Short answer: Main bus. Solar powered city block. Grids and junctions connect seamlessly and can even be upgraded. Nov 11, 2016 · Re: City Blocks instead of Main Bus. 2. Based on Nilaus's City Block design he is using in his Megabase in a Book series. Today a city block, 74x74 construction pad, 100x100 counting the rail system. Since the maximum distance between poles is one chunk, they are easily rotatable. Oh indeed, every block will be mono-process, every train will be mono-cargo. This means it will take slightly longer to get from station to station but all trains are always moving at the maximum speed. Considering I have over 500 hours in factorio I am sad to admit it, but I have basically given up on making my own setups. Each "block" is just a side street off the highway. (RHD) City block rail segments 100x100 grid aligned. Make everything as symmetrical as possible so the city blocks can be rotated. Make sure to align rails properly so they snap together. Up to 2-9-2 Train size. Design / Blueprint. Search the tags for mining, smelting, and advanced production blueprints. These blocks usually contain a square of 2way rail around it. I've got a few hundred hours into the map and am running into the issue of science. For the true "city block" experience, I recommend only one or two items per block. ) This also incorporates a modified train crossing gate. This system worked well for me when I added train limits as 1 to all stations. Rails are indexed evenly because they occupy two tiles in width. These are 2 different approaches that you can choose from. SPM. I would make the city blocks bigger. Regular signal only checks the block directly ahead of it is clear. City-block design. Jul 13, 2018 · Here are my brainstorm/plans for the "city block" print. There is a blueprint for the block itself, just place them adjacent to each other. Jun 5, 2023 · CityBlock 100x100. It works best when many trains in a row are going to the same destination. My factory only has blocks for plates, oil products, red and green circuits, power (i primarily use solar), and each science. Contains a few other blueprint books inside and is grouped into Many city block designs use LTN and heavy circuits to make ratios "correct. ) the pasted copy can autobuild via robot network and will smoothly integrate into the existing train-network, starting its production and request material once its built. Originally that is quit a lot of roboports, later it gets down to 4 (bob mod tier 4 roboports) plus possible quite a lot of recharging stations. For 3 inputs, things will be tight, but doable. City block, itself, is not "optimal", it's just standardized. . Then you also need the rail layouts. It's completely vanilla, with default settings. Desinging a train city block for k2. my biggest issue is building too much and getting locked from expansion Do you know that city block isn't the only solution to that problem? For 2 input blocks there is a good enough amount of room. 1KSPM City Grid Entire Factory. if setup correctly (trainstation in and output, etc. Share your designs. In case you want to place lots of this city blocks, you might run into troughput problems too, there will be a lot of congestion. 18 Tutorial/Guide/How-to. Register. Introducing: Half city-block train sation. Solar panel. The most efficient city block design I've used was brick wall design, solely using 3-way intersections. There isn’t really a perfect city block, the power, roboports, radar and trains all have different repeating scales. If you need a city block design, you know you need one and why. A wagon has 40 slots, each of which can hold 200, which means using 1-4 trains it takes (40*200*4)/180 =~177 seconds or just shy of 3 minutes for the block to produce enough to fill a train. Blueprint string here. place 4 copies of this tile print in a 2x2 block layout. Robots for only Mall block and train refueling. Each test consists of one run of each set: Set 1: Left: 33. It's designed to use LogisticTrainNetwork for easy Block to Block Navigation and Resource distribution. - Cityblock is for trains and belts only. -My oil & plastics processing factory is a long ways away from my city. Just make sure the distance between intersections are large enough to accommodate a whole number of trains. ~7,5k SPM if you don't use GCs for anything else (solar/mall/ammo). Jumpstart Base. The bottom row of the pyramid contains forges to turn ore into plate, and refineries to turn crude oil into Beaconed & moduled build for refined and refined hazard concrete. Think of them as a serial stacker. It is not smart enough to know that the block ahead of it is too short for a train to fit in, so a train ends up stuck in two blocks. Reply The city block itself is a turnaround, silly!) If you want extreme throughput, go back to a dead-simple 2 lane intersection, then add dedicated waiting bays so a train can wait in each direction of travel without blocking the other directions of travel, then add priority signals to the left turns so left-turning trains have to wait for gaps in The city block creation in K2 doesn't seem different than in vanilla to me. I usually build with an 8 gap, which is why the robot network did not connect and I had to tweak it a little. Reply reply. I've returned from a Factorio hiatus and have decided that my previous city-block plan of 4LP to a side All stations are labelled as " [item name icon] Provide" or " [item name icon] Request". ~50 UPS. 366K subscribers in the factorio community. Blocks 001: City Block 5x5. Notes: Some bps need resignalling (deadlocks) Contains: City block segments 100x100 grid aligned. This megabase uses a city-block design, with two lanes of rails and 1-4 trains. Then add roundabouts on the corners and signal everything up. After an initial spaghetti rocket launch (~60 hours), a second faster launch (~15 hours), I wanted to try out megabasing. Then rinse and repeat. for stations I use long trains (3-8) so the stations take 1 city block for a stacker and 1 city block for a train Advanced Smelting - FACTORIO MASTER CLASS. Good thing to have a concrete/brick edge. Mar 18, 2021 · In this Factorio Base Tour episode we look at ZERO's 1k SPM city block belt megabase. Inputs: 180 Stone Bricks/s Add your thoughts and get the conversation going. EDIT: design changed and now use celtic knot intersections (where i also found out i dont know how to use signals properly) did some major changes on signals on the straights and now every station will look like this. ago • Edited 2 mo. - 1 station in north for "player" (for at least a 5 length train) My plan for the "1 station" print (Typical smelter block) - 1 station in the left of the block for input. The entire layout is customizable and not every section needs to be a perfect square. However, there are coils of rail to ensure that all trains entering/exiting the highway are at full speed. Go check out how i made Mar 30, 2020 · I am now on my fifth version of a pyramid-inspired city block train world. So this is simply too big to provide a normal alt mode screenshot (I lied, screenshots in comments), but my print can be found HERE. That's the celtic knot 4 way intersection (i did not design it) I designed every other part of this though. Each city block doesn’t have rails at the edge, but a concrete path. Most of my blocks are 3x4 chunks, with a few 3x5 and a couple 4x5 or bigger. Also using that size you get a 6x6 chunk area inside each grid square to build in. The system is designed to take both 2-4-0 and 4-8-0 trains without any lockups (in your notation that's <cccc< and <cccccccc<<<). 3. Doesn't require any additional mods beyond Space Exploration. I hate Nilaus and his neat city blocks. A very wide square City Block for a lot of different designs. A common layout is a square of 4x4 big electric poles plus the roboports in each quarter of the layout. That's with vanilla trains though; there might be better ways to handle it with LTN. so pq mz oy ff ux de nk ot my