Vedrit's structures
Posted: Fri Oct 07, 2016 1:42 am
by vedrit
Hey all,
I've been getting back into Factorio pretty hard and thought I'd share some of the blueprints I usually go with.
I've been getting back into Factorio pretty hard and thought I'd share some of the blueprints I usually go with.
Outpost
This outpost is meant for long-term perimeter defense, completely disconnected from your main base.
Mods used: Omnibarrels
Alien Walls
Force Fields
Explanation:
I'm sure it could be done better, but once capacitors are charged, these are intended to be electrically off-grid.
While it does have limited amounts of light oil, flamethrower turrets seem to use it in small quantities so the storage will go a long ways.
The alien walls (red walls) have lower resists than the force field walls (blue) and, under optimal conditions, don't heal as quickly. But they do have the benefit of being cheap and energy independent.
The force field walls heal quickly and self-replace, the energy demand is high. Because they have higher resistances, they take less damage than the alien walls, making them better suited for taking the brunt of biter swarms.
The gap between walls and other structures means that, should spitters agro onto the walls, splash damage is minimized.
The laser turrets have high-damage, homing, single-target damage and are excellent for taking down bigger biters, but have a high energy demand alongside the force fields.
The flamethrower turrets are excellent area-of-denial weapons, leaving areas of burning DEATH! However, they aren't very good at taking down the fast-moving biters solo.
In all of my playthroughs, after I get advanced oil refining, I tend to have more light oil than I can shake a metal stick at, and with it's 10% damage bonus for flamethrower turrets, makes it, hands-down, the best fuel.
It is recommended that you supply 8Mw of power to these outposts for setting them up since the force fields have a VERY high energy cost when creating the walls. If the energy supply is not high enough, you just waste power.
However, the more of these outposts you build and electrically chain together, the more power will be available.
The concept is distributed energy storage and production. While a single accumulator isn't very good for an outpost, if you have several outposts, they are able to provide high discharge rates and capacity for any outposts that are under attack.
Idle energy consumption: 355Kw
Maximum energy production: 420Kw
Light Oil storage: ~2650 units
Settings:
(From left to right)
1: Emitter distance: 9
Width: 17
2: Emitter distance: 8
Width: 19
3: Emitter distance 9
Width: 17
Preview:
Blueprint string:
Mods used: Omnibarrels
Alien Walls
Force Fields
Explanation:
I'm sure it could be done better, but once capacitors are charged, these are intended to be electrically off-grid.
While it does have limited amounts of light oil, flamethrower turrets seem to use it in small quantities so the storage will go a long ways.
The alien walls (red walls) have lower resists than the force field walls (blue) and, under optimal conditions, don't heal as quickly. But they do have the benefit of being cheap and energy independent.
The force field walls heal quickly and self-replace, the energy demand is high. Because they have higher resistances, they take less damage than the alien walls, making them better suited for taking the brunt of biter swarms.
The gap between walls and other structures means that, should spitters agro onto the walls, splash damage is minimized.
The laser turrets have high-damage, homing, single-target damage and are excellent for taking down bigger biters, but have a high energy demand alongside the force fields.
The flamethrower turrets are excellent area-of-denial weapons, leaving areas of burning DEATH! However, they aren't very good at taking down the fast-moving biters solo.
In all of my playthroughs, after I get advanced oil refining, I tend to have more light oil than I can shake a metal stick at, and with it's 10% damage bonus for flamethrower turrets, makes it, hands-down, the best fuel.
It is recommended that you supply 8Mw of power to these outposts for setting them up since the force fields have a VERY high energy cost when creating the walls. If the energy supply is not high enough, you just waste power.
However, the more of these outposts you build and electrically chain together, the more power will be available.
The concept is distributed energy storage and production. While a single accumulator isn't very good for an outpost, if you have several outposts, they are able to provide high discharge rates and capacity for any outposts that are under attack.
Idle energy consumption: 355Kw
Maximum energy production: 420Kw
Light Oil storage: ~2650 units
Settings:
(From left to right)
1: Emitter distance: 9
Width: 17
2: Emitter distance: 8
Width: 19
3: Emitter distance 9
Width: 17
Preview:
Blueprint string:
Code: Select all
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Red and green science
I don't like how a lot of people set up production centers. I like having certain areas dedicated to specific tasks, and since gears are produced faster than red science, it made perfect sense to combine red and green science production.
Again, it could probably be done better, but they are self-contained production areas, and I like it.
Mods: None
Preview:
Blueprint string:
Again, it could probably be done better, but they are self-contained production areas, and I like it.
Mods: None
Preview:
Blueprint string:
Code: Select all
H4sIAAAAAAAA/6VW7W7jIBB8lci/jWQTFPVU+VkqglcJOgwWEPUqy+9+xHYTtw1maf4mzM7ujPejNTtlBFe7t2YA7aWX4Jph0LyDpuDOQXdUUp9Ix8VZaiC0
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TaBDgugNRH8D2uNB9/RCbeOrBX+xevf2Crr9D6ydifoiDAAA
Power switch
I needed some way to turn off the steam engines when my accumulators reach a certain low point, and stay on until they reach a certain high point. As with my others, I'm sure someone could make it better, but this is how I figured to do it.
Mods: None
Explanation:
The power switch is off so long as there is an item in the chest. Since all accumulators charge and discharge at the same rate, one accumulator will be representative of all accumulators. I like to have the engines turn on at 25% power, and remain on until the accumulators reach 50% power, so one insterter will take the item out when the signal is below 25, and the other inserter will only put the item back in when the signal is over 50. Pretty simple, right?
Preview:
Blueprint string:
Mods: None
Explanation:
The power switch is off so long as there is an item in the chest. Since all accumulators charge and discharge at the same rate, one accumulator will be representative of all accumulators. I like to have the engines turn on at 25% power, and remain on until the accumulators reach 50% power, so one insterter will take the item out when the signal is below 25, and the other inserter will only put the item back in when the signal is over 50. Pretty simple, right?
Preview:
Blueprint string:
Code: Select all
H4sIAAAAAAAA/7WU0Y6qMBCGX8VwTTfAijduT3LeYO83G1LLeGhSWtIOoml49y2Iq/WocUmWK8j0//t/M6WlXkjNmVwU1IFCgQIsdU6xGmjU6A4MsZ1AXkVx
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