K2SE Modular Mall v0.1 (23062023)
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Description
This is a Space Exploration adaptation of the Fully Modular Mall design by Rahbek (Vanilla) and Valyrin (Krastorio2).
Original vanilla 0.17 version here https://factorioprints.com/view/-LbP47CtKAiwauLskTo2
Original Krastorio2 version here https://factorioprints.com/view/-M4L50cK-zVXr8QEV4qA
Credits should go to Rahbek and Valyrin
Following description is taken from the original page, with edits for Krastorio / SE adaptations
Required belted input
- Quartz
- Plastic
- Silicon
- Green circuits
- Red circuits
- Iron plate
- Batteries
- Rare metals
- Copper plate
- Steel plate
- Stone ore
- Stone brick
- Glass
- Lubricant (piped / barrel)
Required logistic storage input
mainly for advanced late-game products
- Low density structures
- Imersium plate
- Heavy composite
- Dynamic emiter
- Blue circuits
- Heavy bearing
- Imersium gear wheel
- Wood
- Heat shielding
- Concrete
- Big electic motors (they are also produced internally)
- Imersium beam
- Biomatter
Features
- One Mall for everyone: 13 Elements, 1 Mainbus connector style & infinite combinations.
- Place in the order of YOUR liking
- LEAVE OUT or ADD multiple versions of the same module.
- Fully discriminatory and non-inclusive >:) Gears, automation cores, beams etc. are made on site. May work on a belted design some other time to fit with the original design's multiple mainbus connectors
- Bot-Prime same day delivery
- Buffer chest for every product which requests the produced item (to ensure proper recycling and prevent overflow of logistic storage)
- Buffer chests capacity is NOT limited
- Production is limited by circuits logic (most items are limited in this way to ~1 stack, or otherwise if it felt more appropriate
- Simple and easy to handle full belt inputs - No need to mess with merging belts and products on the right lanes for desired outcomes
- Everything is belted that a sane person would have on their mains. - Only requests lubricant barrels (but allows piped input), steam engines (which can be made by the mall) and concrete (tell me you're not just running on grass...)
- Fits between basic roboports if you use a roboport-grid for your base
- Accessible and useful early (red/green science):
- Does not use blue belt or Assembly Machine 3
- Makes uses of sushi belts (combined underground belts mk1 and mk2), so upgrading the belts with upgrade planner is not recommended
What does it not include? / What is it not?
- Ammo & Explosive items
- Armor, Utility/Combat items & vehicles (power armor, tanks, …) which are not worth to automate unless you play on a big server but then I suggest a dedicated spawn area for that.
- The modules do not separate between research stages/ your progress in the game but instead are thematically sorted.
- As for items you haven’t researched yet: Since the BPs are small (unlike regular mall designs) you can always check easily what you were missing and what you need to add after researching it.
- Pro-Tip: remove assemblers which don’t produce anything yet after placing the BP as a reminder for later. Also allows me to just drop the BP down on top of it once I researched it.
- Modules (Efficiency, Speed & Productivity) as that belongs into a dedicated module factory as well (If you think that's not true, then your factory is too small.)
- Advanced Krastorio 2 items (anything requiring higher than rare metal ingots)
- Space exploration items (they require to many advanced materials)
Change-log
- v0.1 first version uploaded
Info
Tags
Mods: ModdedState: Mid gameState: Late gameMeta: Inputs are marked
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