All Master Class Blueprints are available on FactorioBin Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524 (Pastebin links no longer work)
When transitioning from launching your first rocket to endgame, green circuits are very important to module and beacon because of their high rate of resource consumption and the many recipes that need this item. An electronic circuit assembler consumes more than twice the resources per second of a chemical science pack assembler, for example.
please don't .... nuclear will ruin the UPS gain from this build ^^ Use solar.... or if you must use nuclear use at least something like this..... last base needed 4 of them: www.reddit.com/r/factorio/comments/9bj5se/55gw_ups_optimized_reactor/
I really appreciate seeing the evolution from playthroughs like Braver New World and others. These AMAZING designs are really a collaboration! Thank you!
Always love your Master Classes. Thank you so much for taking the time and effort to explain your builds and blueprints. You have made me a much more effective Engineer in my own game and I am currently building a medium factory and inching forward into a "Mega base" with your help. Also watching your Deathworld series and enjoying it greatly. Side note, you had built an extra Module setup at the bottom of one of your city blocks and some how didn't realize it lol. As I'm learning that you never have enough Modules so I think it will work out just fine. Keep up the great work and I wish you all the best from us here in the US!
Great design. One tiny critique, the middle copper cable assembler, the inserter pulling off of the underground exit hood, that is not always consistent on a running belt. It would be better if those two inserters were moved up 1 tile. You are probably fine since the belt is not fully consumed, but good practice for the future.
insane how much less assemblers you have to use.. such a good video.. Im gonna try my own build ofcourse but the insights on what to take into consideration is very usefull
A alternative way to solve the issue with the two sides of the belts would be to mirror every second row so that there are always twice iron input then twice copper input etc. We then only have to build one splitter for any such pair of inputs plus one splitter to link the first and last copper inputs
Hey, Nilaus. I was wondering if you have a tutorial for solar farms or if you're planning to make one. I never go solar because it's a bit confusing. See, they take accumulators to function. But if I connect accumulators to the electric network, they will be filled from the steam engines. Does that mean I have to separate the networks? Only make farms for separate blocks of miners\smelters? Same for nuclear power, do I have to connect it to a part of my base that takes exactly as much as a nuclear plant produces? It seems simple and there are ways but optimization-wise it would be an interesting topic for a tutorial. If I'm the only person who can't figure this out, my apologies. =)
Hey Nilaus! I love your tutorials and blueprints. I can't seem to get this one to output full belts though. I used the blueprint. My copper and iron belts are full. Modules are all upgraded to 3. There seems to be lag of the green inserters not constantly filling the coil assemblers with copper, even though the belt is full copper is available. Thoughts or suggestions on what I'm doing wrong?
Trying to take my game to the next level (which is way down there at the moment). Recently launched first Rocket. Now trying LTN but this...... this..... This video and that tool has just changed how I play. With some simple tweaks I'm now getting max output from my get assembling plants..... most without using more space which was my concern. I know it's an old video and I know the tool has changed (which is now amazing).
The mod is called "Editor Extensions". Mod portal: mods.factorio.com/mod/EditorExtensions It adds a lot of "creative tools" that are very useful to test designs.
I recently answered that question on another video, so let me copy/paste it: If I understand you correctly then what you are describing is an output-only lane balancer. Nilaus is using an input and output balanced lane balancer. There used to be more information on the wiki, but it got removed for some reason. Here is the old link. Sadly the PNGs are not loading but the blueprint string works and the description of the difference between the design is still accurate: wiki.factorio.com/index.php?title=Balancer_mechanics&oldid=164057#Input_Balanced.2C_Output_Unbalanced
I have so much problems with ores in the end game .. after launching my first rocket, I just can't mine fast enough to get more plates to make blue belts of them... There is not enough space in the patch for enough miners how do u guys solve that?
it also gets a bit easier when mining productivity increases a lot by using space science. the other solution seems to be ''balancers'' which reduce the belts, or increase the number, to a more desirable amount
Search nilaus factorio blue prints, you should find something on google (I actually found the whole blueprints even before knowing about his masterclass series and his RUclips channel)
The editor is not very intuitive to say it mildly. Actually I tried with the mod you mentioned but when I close the map editor the items in my possession are gone.
All Master Class Blueprints are available on FactorioBin
Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524
(Pastebin links no longer work)
My cat also always really enjoys the Nilaus tutorials because of his mouse movements, she keeps following it constantly ! :P
When transitioning from launching your first rocket to endgame, green circuits are very important to module and beacon because of their high rate of resource consumption and the many recipes that need this item. An electronic circuit assembler consumes more than twice the resources per second of a chemical science pack assembler, for example.
These are honestly the best! I've got 1200 hours into this game and have learned a lot of optimization/tricks from this series. Thanks man!!!
As always, thoroughly explained and well presented. Many thanks for all you do for the community!
Wow! So few assemblers! I really like that build. ...I can also see that we'll be stamping down a *lot* of nuclear power to run this...
yeah beacons really scale up production by unbelievable amounts.
please don't .... nuclear will ruin the UPS gain from this build ^^ Use solar.... or if you must use nuclear use at least something like this..... last base needed 4 of them: www.reddit.com/r/factorio/comments/9bj5se/55gw_ups_optimized_reactor/
Yes, both beacons and modules are very power hungry. Nuclear will probably be fine until you go beyond 1k SPM.
I really appreciate seeing the evolution from playthroughs like Braver New World and others. These AMAZING designs are really a collaboration! Thank you!
Always love your Master Classes. Thank you so much for taking the time and effort to explain your builds and blueprints. You have made me a much more effective Engineer in my own game and I am currently building a medium factory and inching forward into a "Mega base" with your help. Also watching your Deathworld series and enjoying it greatly. Side note, you had built an extra Module setup at the bottom of one of your city blocks and some how didn't realize it lol. As I'm learning that you never have enough Modules so I think it will work out just fine. Keep up the great work and I wish you all the best from us here in the US!
Great design. One tiny critique, the middle copper cable assembler, the inserter pulling off of the underground exit hood, that is not always consistent on a running belt. It would be better if those two inserters were moved up 1 tile. You are probably fine since the belt is not fully consumed, but good practice for the future.
insane how much less assemblers you have to use.. such a good video.. Im gonna try my own build ofcourse but the insights on what to take into consideration is very usefull
A alternative way to solve the issue with the two sides of the belts would be to mirror every second row so that there are always twice iron input then twice copper input etc. We then only have to build one splitter for any such pair of inputs plus one splitter to link the first and last copper inputs
Oh yiss. more late-game blueprint please. I'm at that point where I am overflowing with modules but Don't know how to use it properly
Ah yes, the importance of looking at pears. :D
Jokes aside, amazing video as always!
The secret to full belt is that belt buffer in the end
dude these masterclasses are fantastic, thanks a lot!
Still my favorite factorio content creator along with trupen. Can't wait to be done with factorio so i can watch your satisfacto ry
the chips must flow
I've moved towards integral smelting to minimize movement of intermediates and ensure smelting doesn't become unbalanced. Ore in, circuits out.
I like this kind of videos about smelting and circuits. Keep it up.
Great video dude!
If you wanted the output on the same side as the input it would be trivial to sneak the blue bely down beside the iron belt
Very nice, I have a design that uses 20 beacons but one more pair of machines. Do you think it is better to optimize for machines or beacons?
What’s the mod called you are using to work out the ratios? Absolutely love these tutorials. Followed all your let’s start automating series 👌🏽
Cool, this will help me get production fast enough for bot fed factory's.
Hey, Nilaus. I was wondering if you have a tutorial for solar farms or if you're planning to make one. I never go solar because it's a bit confusing. See, they take accumulators to function. But if I connect accumulators to the electric network, they will be filled from the steam engines. Does that mean I have to separate the networks? Only make farms for separate blocks of miners\smelters? Same for nuclear power, do I have to connect it to a part of my base that takes exactly as much as a nuclear plant produces? It seems simple and there are ways but optimization-wise it would be an interesting topic for a tutorial. If I'm the only person who can't figure this out, my apologies. =)
Hey Nilaus! I love your tutorials and blueprints. I can't seem to get this one to output full belts though. I used the blueprint. My copper and iron belts are full. Modules are all upgraded to 3.
There seems to be lag of the green inserters not constantly filling the coil assemblers with copper, even though the belt is full copper is available. Thoughts or suggestions on what I'm doing wrong?
Do you have the max inserter stack size research? That is likely required to make this build work
what mod r u using? can i have the list?
Trying to take my game to the next level (which is way down there at the moment). Recently launched first Rocket. Now trying LTN but this...... this.....
This video and that tool has just changed how I play. With some simple tweaks I'm now getting max output from my get assembling plants..... most without using more space which was my concern.
I know it's an old video and I know the tool has changed (which is now amazing).
Nice vid Nilaus, can you make a module production video next? Cheers :p
I am new to Factorio, what is that purple output where iron and copper plate filters? Is that in the vanilla game or a mod?
vanilla filter grapper
It's a mod, it generates infinite resources (or destroys them) for planning purposes. 7:07
The mod is called "Editor Extensions".
Mod portal: mods.factorio.com/mod/EditorExtensions
It adds a lot of "creative tools" that are very useful to test designs.
What's the difference between your 2 splitter+tunnel shenanigans balancer and a simple sideload one? Haven't seen this design yet before.
The simple one is not balancing correctly. I don't see a reason to add a balancer that isn't working perfectly
I recently answered that question on another video, so let me copy/paste it:
If I understand you correctly then what you are describing is an output-only lane balancer. Nilaus is using an input and output balanced lane balancer.
There used to be more information on the wiki, but it got removed for some reason.
Here is the old link. Sadly the PNGs are not loading but the blueprint string works and the description of the difference between the design is still accurate:
wiki.factorio.com/index.php?title=Balancer_mechanics&oldid=164057#Input_Balanced.2C_Output_Unbalanced
@@dakon2154 Thanks a lot! This actually explains all those half-full train stations that I keep breaking my head over.
do you use belts just as preference or are they better than bots , trying to move to my first mega base and im kind of torn between the two
Can you do one for Battery pls
I have so much problems with ores in the end game .. after launching my first rocket, I just can't mine fast enough to get more plates to make blue belts of them... There is not enough space in the patch for enough miners how do u guys solve that?
just go out in the world and tap some more iron ore sites... and merge em into your smelting area :)
You can speed module miners.
it also gets a bit easier when mining productivity increases a lot by using space science. the other solution seems to be ''balancers'' which reduce the belts, or increase the number, to a more desirable amount
You show all these blueprints but where do we find them?
Search nilaus factorio blue prints, you should find something on google (I actually found the whole blueprints even before knowing about his masterclass series and his RUclips channel)
They are linked in the description. See the paste in link
@@TheJBerg I posted this question 9 months ago and there were no links
🍐🍐🍐
Pears... LOL
The editor is not very intuitive to say it mildly. Actually I tried with the mod you mentioned but when I close the map editor the items in my possession are gone.
Pears.