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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

User:
Sambalman

Last updated:
06/30/2023

Created:
06/30/2023

Favorites:
4

Tags

Mods: ModdedState: Mid gameState: Late gameMeta: Inputs are marked

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