Reddit factorio city block schedule.
- Reddit factorio city block schedule Members Online almost 500 hours into this game, and I just figured out you can numpad +/- to change landfill build size If I refine oil at a block, how would I go about filtering out trains for certain fluids through one final product exit station at the city block (my trains are 1-4)? my first thought is having trains with "dummy wagons" that will never be filled that act as spacers to fill individual fluid wagons. I usually play rail worlds, so going large is just part of the game. Doing it on both ends can give you weird and hard to diagnose issues (though it's obviously possible). I plan on going to a city block where the inputs and outputs of a city block will be rail-based. So my idea is to use hexagons! The base revolves around the following principles: - Tile the base with hexagons (duh) Make things expandable instead of overbuilding it. Hi, on my K2SE I'm currently designing the first city blocks for my rail network, I want to make one block per resource and put every resource on a train, and I'm having trouble figuring out how to make a system that lets the heavy oil train go into cracking only when lubricant and heavy oil is full, I'm having special problems on how to do the train part, I don't wether it can be done with im currently trying to make a nice clean copy paste template for city blocks. Make yourself a shuttle train instead. How feasible is doing oil processing within the city block concept? Blocks should be small enough that you can reasonably fill them up. I'm running 20 car trains, and that's more or less the minimum size block to allow a train station in a siding. Solar Block 100x100. They help impose a structure on the unfamiliar recipies and processes ahead. (1-3 meaning one locomotive + 3 wagons, 1-1 meaning one loco and 1 wagon). For vanilla, you could totally do this for a lot of the factory. Also depending on your design you have to consider your electrical grid and roboport coverage. So starting from new smelting blocks all the way up. is there any situation where you'd need more then 4 trains (3 in 1 out), one train per resource, for a city block? [Ignore chain signals for a moment] The shortest block on a rail network is as long as your longest train. Dec 5, 2024 · i use a 100x100 city block from nilaus. Although you should set the train limit instead of enabling / disabling stations. Then I have bp’s for the rail system to go through the middle of the block instead of around the block. This way you can rate your trains to be about 1-2 belt per wagon per min. These are 2 different approaches that you can choose from. Train lengths. 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. Okay NOW see how much space you'll want to assemble something. Either way works. 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. 364K subscribers in the factorio community. Empty space in a city block isn't a sin but fill it with solar if you like. 371K subscribers in the factorio community. Being fed by the adjacent stations, and outputting it's product there too. I use 1-2 trains. Also in SE+K2 you are heavily incentivised to rebuild things with beacons and high level prod mods + better buildings. Factorio developers: "Not having a sale ever is part of our philosophy. I think Rail city block is at it's best when you can copy/paste a large fraction of blocks. And even when you do use 4 lanes, you have to be proactive about forcing trains to distribute themselves among the available lanes rather than piling up on the shortest path. Successful city block designs require planning. Dump your car at your border gate; it's only useful for going where rails aren't. The best 2 lane intersections are rated around 1:40 trains per min while quad is 60-80. each block is only for rails. We would like to show you a description here but the site won’t allow us. A reasonably common one is 100x100, it is useful setting your city block relative to the grid, and sizing in multiples of the max distance of big electric poles. Mature city block builds have distilled every component of the factory down into a city block. I currently have a game with the same problem. 113 votes, 46 comments. 80 votes, 21 comments. Re-distribution blocks, depots etc. For a small block this is fine. Or maybe a system like the bot bus? Same principle as a main bus, but all bots. i think there's a use for this kind of setup. But how you want to process your blocks is up to you. If there's something special about your version, I'd love to hear about that too. I don't know if this will help, but in case it inspires you here's what I did: 1 - I didn't like the idea of rail blocks of the same size as the other blocks. It is common with city blocks to have each block make a single item. THAT is your size. solar panel or module building arrays) should probably all not be forced to be the same size and sit on the same grid as science. My space city block. My steel smelting array just fit (32 blue belts of iron ore) while all my other blocks fit very comfortably with space to spare. So share/tell me about your favorite city block blueprint books. Combine that with a central mall that is train fed onto belts with a spaghetti belt mall, and I can run a huge megabase with no bots at all. Jan 5, 2025 · City blocks can be made to work but by their nature they are restrictive. Rail Segments 100x100. You throw a train down and have it go around and take all the needed resources to the right block. So running a 1-1-1-12 train means each block needs to be at least 15 cars long. And it's just interesting. City blocks are 3 chunks by 3 chunks so definitely smaller blocks, but since its my first train block base I decided to go a bit smaller. Spread out your high traffic city blocks. 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. Or examples of factories with such a system? I think this form will allow you to use the space more economically and can increase the speed of delivery. 5). you build your production print then plop down rails around it. There's plenty of space in the block so you should be able to fit beac Community-run subreddit for the game Factorio made by Wube Software. The train congestion will slow you down more than the extra distance if trains can maintain top speed. 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. then near that give a block a bunch of stations stacked together and named FUELING. While we are on the topic of LTN; why do you guys think it's such an important mod for train logistics in big factories? For the record, the biggest factory I have created was a 2700spm non-city-block base in vanilla and made it to T3 space science in SE and I'm getting by with some easy circuitry to dynamically increase and decrease train limits. The way I designed it, a block makes one thing only. And all rails surround 4 city blocks I like doing a main thoroughfare that the primary smelting and assembly nodes hang off of. Blueprint it. Transitioning from space main bus to space city blocks. As far as 2-lane vs 4-lane railroads, I'm in the camp of keeping it 2-lane. My mall usually ends up looking like a normal mall with some slight differences. Then a second that adds to that train tracks. The concept is that a quad lane provides more throughput. City Block 100x100. No templates and each session I'll build out some new aspect. I have a pretty solid understanding of general rail networks. I've seen a ton of different block sizes around. Regarding the resource calculation, if you are not using mods like Factorio Planner, I'd go big. What I do is name my stations Resource On/Resource Off, and have my trains travel between those two stations. The neighboring block(s) will build anything in reach, which includes the receiving station and some roboports, then the resupply train goes to the new block to provide the supplies to finish Just getting into this type of model with trains so a quick question. So I could install one Artillery Battery near the corner of each City Block and have the whole of the block defended against Biter expansions. Each station takes up a whole side of the city block. You can go city block instead of a single main highway, though that is more important when building large since having two dimensions to work with gives more options. Then add roundabouts on the corners and signal everything up. And a very large second one connecting all my city blocks, purely for refueling trains. I chose that for a several reasons: Artillery installs will auto fire up to ~8 chunks. 254 votes, 36 comments. Trans factorio express Train plans path 1000 tiles long. Don't put all the smelters and circuits next to each other. City Block base design allows you to trade space for modularity and consistency. If you need more green circuits plunk down another green circuit block. Personally I use the city block 100x100 as a frame work for my layout. I liked the idea of a fully modular city blocks base without full blocks for tracks. Push trains out constantly, or, enable a receiving station only when the buffered material is low and pull the material to the city block. 368K subscribers in the factorio community. If you have many trains incoming, you don't want them waiting for too long. simplify the 4 way block to a 3-way block and make a new print simplify the 3 way block to a turn block and make a new print place the 4 way block again, simplify to a straight path and make a new print create a print of just tiles and another of just poles kudos, looks very nice! i was wondering about some details of the train scheduling. Most of my big manufacturing block blueprints cover 2 of them. I'm curious what you all think. Each block is the size of 1 roboport logistics coverage! Obviously the blocks themselves do not have train stations inside the production areas, even 1-1 trains would not fit. Most of the time I’m going to city blocks only if I can’t keep production chains clean by any other way. My personal route to city-block megabase was as follows: Decide on desired size of the base (2. I'm seeking feedback / advice / examples of city block designs, as I'm discovering that the four-large-poles-to-a-side block (90 tiles) that I've been using is way too small for my current project. Ideally, every city block only has one input no matter the amount of ingredients. Then all you need is a blueprint for your city blocks. In my first attempt to make a city block base I ran into this issue too and the suggestion that worked well for me was using one block for the mall itself and a neighboring block for unloading all the things it needs. Over the years, I've upgraded from sphagetti to main bus to main bus+sphagetti. I have yet to try city blocks. If you can't fit everything into one block then unload in another The blocks idea looks really good, but I'd be more tempted by a train-based version with a grid of rails going around every block with a siding on every one of them. depending on the space I need for that building block. Some blocks make it so that the block itself is a rail system that takes let say 1x1 block, while crafting area takes 3x3 block, where block is let say a chunk size. I don't yet have a proper city blocks base, so I'm sure I have made mistakes, but here's my thoughts. This is of course based on a city block design, using solely 1-1 trains (anthill style). 12. Also made a BP with two stacked stations - sometimes 4 stations in a block aren't quite enough. City block design is all about the intricate block design rather than the factory as a whole. thats a bit crazy. A belt came out and fed all the stations in the block. The output stations will all supply a single component. so if you really wanna prioritize things a local network at the wall to provide repairs and ammo and local grids only where needed will cut severely on the cost. On my current run, I'm doing a city block and I have a full resupply train that will automatically build a new block, all I have to do is place the BP. 372K subscribers in the factorio community. So, for example, for IR2 I went to city blocks right after researching Iron Age. Hello folks! I really want to try and build some semblance of a city block base before the new 2. first make sure you have a good place to make fuel at. I found: You'll need multiple City Blocks of some types of goods. The input train will have filtered cargo slots and a route to gather up the inputs required to supply a city block. Short answer: Main bus. Hi all, just wondering if any one has a good blue print book for city block templates, that includes prints for rails & rail intersections, and outer wall defenses? Related Topics Factorio Action game Gaming Important to note that Nilaus-style city blocks are delimited by paths, with trains going inside the blocks. It's ugly, gross, and a gimmick to get YouTube views. In a city block your base is modular, you build it in pieces. To me, city blocks are all about compartmentalizing sub-factories so that the rail network is the only way anything moves between blocks. with full power, circuit and bot coverage. I just finished a city block megabase and I used blocks the size of 2 radar areas. How many engines, how many wagons. The intention is for each city block to have one input train and one output train per block. " Rules. 344K subscribers in the factorio community. 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). 370K subscribers in the factorio community. Each block has 4 station tracks for 1-1 or 1-3 trains. So let say 4x4 chunk city block would use 4 to 8 belts in or 4 to belts out 8. The blocks help me compartmentalise sections of the factory so I don’t get overwhelmed by the sheer scale of things. The neat lines make my brain go brrr. If I planned to go to city blocks at the beginning of the playthrough - I’d go there right away. Something that drives me absolutely bananas about some bases is when folks run belts or pipes across city block boundaries. It is up to you how to do it. the train block having stations for all the trains needed and the production block being fed by belts from the train block. If you want to post about other things, there are subreddits for that. radars take 300 kw, a steam engine produces 900kw, so yea, 1 steam engine for every 3 radars. As I am planning to try and design my own, i have been particularly wondering what other people use in terms or train size (aiming to work for both <ccc and <cccccccc< both signal and station wise), city block size, type of intersection, type of station and etc Personally I think your blocks are too big. edit: never really looked it up, but I just did. I'm playing PyMods, and my starter city blocks were 2x2 chunks (64x64 squares). 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 (A) Create a separate station for each material, within each city block. 374K subscribers in the factorio community. 100x100 is a good size for trains 1-4 with waiting zones for each train. A concept I have been considering on my next save is to have city blocks but have every so many blocks vertical and horizontal have a 4 lane and all the others be 2 lanes. The base is powered by some massive solar fields and a single 10-reactor nuclear plant. Generally I don't recommend stackers. As to expect the same problem occured which you have. Untitled. Not sure what you mean about not wanting to add a train for every block. And because my blocks are large, the first factory ends up taking up only a few city blocks of space. So any train working with that resource can go to any station On/Off and keep everything satisfied. You can use ctrl-click on the train interface's map to add a "temporary" stop for the train there - then whoo Then place down a train stacker that'll handle ALL the trains you want to arrive at this City Block. Making them on the main bus would also have a large footprint. I do cheat a bit and use water-fill to pump water at the city block, since shipping around water or planning around nearby lakes would be a huge overhead. Around 60 solar panels would be enough. It's almost certainly easier to make a I'm currently building a city block in my space factory. 9K votes, 123 comments. Personally, I build my train stations with multiple sidings leading to them (this is known in the Factorio community as "stackers") and I have some circuit logic that does arithmetic on the number of items in the chests and sets the limit based on the number of trainloads that could be accepted (if inbound) or filled (if outbound. Small blocks are a good thing, you can always make bigger blocks by removing the separation between small blocks, but it's really hard to divide a big block into smaller ones due to train lengths and train crossing sizes, and many recipes really don't need big blocks (looking at you lubricant and blue circuits). City blocks is probably the simplest design there is. No mods so vanilla factorio but it is on peaceful I'm currently building my own version of a block-based megabase, with a few major differences from the standardized "city blocks" to solve many of the exact situations you're describing. This starts to become an issue when you can’t place an intersection where you want, because your min block length is 15 cars. I'm also playing vanilla since I don't want to learn LTN since 2. +1 to this! I just started my own version of a modular cell-based megafactory (not a city block base, but similar in general concept), and designing/optimizing the individual cells is the most fun I've ever had in Factorio. (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 really shine when you're playing a big overhaul mod. Or make a way in to the station. So my question is, I have seen many people following city block-based systems and they always have some complicated intersections to avoid deadlocks. in my rocket city block I have the aux line set to bring in logistics robots, so if I notice that I can't feed the rockets fast enough, I just set the constant higher and walk away, the aux line delivers more robots. City block designs really shine when you want to build really big, probably bigger than anyone w 25 votes, 20 comments. 53 votes, 28 comments. Instead design in mind with up to 1-2 belt of items in/out per chunk of city block length. Last but not least, I'd treat the city block as it's own factory. As far as city blocks - there is huge variety of styles and sizes and no "one right choice". Basically exactly what the title says, I keep hearing people talk about city blocks and how nice they are but I haven't found any guides to figure out what needs to go into a city block or how big they should be, how to get resources to them, how to get resources out (like do I use trains, logi bots, or belts like a main bus) and at what point in a playthrough I should start using city blocks. The over focus on the biters leans into a weakness of the game imho. All content must be related to Factorio This is a subreddit for the game Factorio. Don't criss-cross on your block design for whatever you're building in that block. Keep this separate from your bus base, no stealing resources from the bus base. And most likely define input and output sides. I'm also planning to do my next run with a similar city block design. SPM blocks are common, and usually the source of the desire to grid, but other things like mining arrays, power blocks, "mall"/hub blocks, and factory supply arrays (e. Stations fit into a 30x60. yes, 2-4 trains for the main line, 1-2 train for aux. Jul 29, 2024 · Posted in r/factorio by u/Urist_McUser • 1,310 points and 118 comments Jan 5, 2025 · I'm using City (Island) Blocks to handle large scale movement of items on Fulgora. You don't have to make them all the same, but you need to factor max Depends on modpack and your wish to use it. I am confused as to how I should approach this. Circuit logic is not inherently required for city blocks. Once this is done, you might be able to see a way to design your starter base in such a manner that it will morph nicely into city blocks if you restarted. Plop that into a calculator and see required throughputs. 138 votes, 40 comments. For example the Speed Module1 block, I have three train stations. This arrangement allows up to 6 ingredients as a cell input with 1 output. My train layout is basically either "round abouts" or "straight" - and then I drop in unloader and loader stations to build up each block I'm about 40 hours into my second attempt at a space exploration run. Well in SE I went for micro blocks, not city blocks. i use a blueprint right when i begin a new game so that i can "orient" myself where i'll be going from that. I decided to try my hand at a city block design but got lazy and just used rail blueprints I already made, and now I feel obligated to try and build a ~1000 spm base with as many roundabouts as possible. City blocks also don't need roundabouts, and shouldn't have them. I was told by someone in the community that City Blocks are the worst strategy EVER. Intersections are heart of city blocks. Other style city blocks use rails as the block borders, specifically for high throughput bases, so they start much later into the run. The second is a 30x30 block setup for 1-2 trains, 1 lane each direction. While Train-based city blocks are the most common, there are several distinct approaches to city blocks, and hybrids between city blocks and buses also exist. Either way each block can be specialized, for green chips,red chips, blue chips, solar panels, solar batteries, lds etc. - Below that a 100x100 block with a factory. Buffering the material within trains isn't a bad option. In my current SE run my blocks are 64x64 with a 40x40 build able area. Regular signal only checks the block directly ahead of it is clear. you could have either Push or Pull Logistics. do you set each train to go from, for example, iron smelting station, to waiting station, to a delivery station? i ask because i see there is only room for the train that is itself unloading at the "manufacturing stations". But you need to provide some way of having your main bus surrounding your blocks. It's just trains that make it complex as they don't quite fit the simplicity and compact sizes. These overhaul mods often have very complicated recipes, with a lotta moving parts. So a 600x100 slice contains an east-west transit block at either end, then a stations-block moving inwards, and the centre 200x100 is all factory. One small one for personal logistics, where my mall/starter base is. decide on some basics. City blocks absolutely do not need 4 lanes, just by their very nature of being a grid design. If you're using it with city blocks, it might be easier to have alternating one-way lanes instead. ) 346 votes, 19 comments. For example, if you have an iron smelting array at the start of your main bus, you can build a smelting block and have a train deliver plates to the start of the main bus, allowing you to dismantle the smelters in Do you know any blueprints of city blocks where their shape is different? For example, a triangle, a square, and a hexagon. g. I found I had to close and reopen factorio after dismantling steam power for this one to register to steam achievements. cause i figure that'll lead towards actually getting something done for once if im not dealing with belt hell like moving coal from moscow to china by horse. Make each block create as many resources as possible, so that you can fill a train fast. Inputs are south on the city block, output is north. The main novelty here is the use of single-width rail for city blocks. true. ( 2 in, or 1 out per cell side) I've been playing Factorio since 0. I just spent a couple of weeks playing around in sandbox + editor mode designing my city blocks. Members Online • Lend me your Wisdom reddit - City Block Megabase I was inspired by Nilaus's "City Block" design for building a megabase with modularized components, but I always thought that squares look so ugly. 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. I prefer a less restrictive set up. My standard has been city blocks based on radar coverage. I'd up a few pics but imgur is taking a crap. (Green Circuits anyone?) At some point, ALL your scheduled trains will show up at once. 2x5 nuclear reactors with just slightly over the exact ratio of heat exchangers and turbines - each group is 9 HEs and 16 turbines for a total of 144:256, which is just over the cheat sheet's ideal 144:248 (aka 9:15. 10 GJ per hour really isn't too much. I working toward a 1000spm mega base, and my base is basically city block style. or if you only put it in the center or just 1 radar per block, thats 1 steam engine per 3 blocks. Also better recipes. A city block is a method of organizing your base in evenly sized sections. The stations can support up to a 2x4 train. You'll want roboport coverage. Also from a aesthetic preference I see more beauty in the organisation and order than the chaos. 4k spm city block base and the only circuits I used were simple ones to control cracking. I went for block aligned rail design where I can create 2x2 enclosures for 1-2 trains or bigger enclosures such as 2x3, 4x4 etc. Circuits scare the living shit out of me so a bit tentative to jump into The idea behind the city block methodology is to simplify expansion. If you stamp it down on an existing City Block with Roboports, you must either hold shift to place over existing items, or manually remove the existing Large Power Poles which serve the Roboports. Coverage doesn't have to be 100%. Let's assume that radar coverage and blueprint-from-space isn't an issue for now. Each city block doesn’t have rails at the edge, but a concrete path. Every post must be about Factorio or of content you have made that is directly inspired by Factorio (such as fan I have a 5k SPM city block base and I have two logistics networks. This allowed me to shuffle them around to avoid ore deposits. in general introduce a lot of extra complexity to scheduling with very little (if anything!) to show for. Nearly all the city blocks are belt-based and use no modules. 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. I don't care about compactness so I would use my chunk-aligned station BPs and the result would be as big as three city blocks. Based on what I generally see from people seeking advice on it I'd throw following tips: You probably want your blocks much larger than you think. City Blocks. You can win the game in 250 hours using a ground and space factory the size of 9 city blocks each. i usually start my blocks around an oil node so i can start with the fuel source. My basic block is just big enough for a 1+1 train station on each of the 4 sides, since that's plenty for most space productions, but the blocks along the "X and Y axes" have longer sides that can fit two 1+1 stations, and the center block can fit two stations on each side. After you set up the start of the city Block base, the starterbase usually becomes obsolete. Every time I made a new block I needed to add a new fuel depot and add it to the fuel train's schedule. 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. This is enough to have a 1-3 train, or two 1-1 trains wait a the same station. These are then nestled in the corner of each huge city block (300*300) to fuel all the trains used in that block. If it's your first time doing city blocks, I'd suggest doing them of to the side of your starter base, and use your starter base to build the blocks. As a trainset it's beautiful and I think many of the 'turn biters up ans city block' players are missing what this game can be. However throughout is based on intersection. With that done, you build a city block of each science along with a city block of each component needed, as you go along you’ll be able to copy-paste blocks more often and soon you’ll be mega-basing. Quad lane is useless once you are familiar with city blocks. Once the process of building the blocks is all blueprinted and can just by copied, I end up rebuilding everything, inside the blocks. Hi all! I'm a relatively new Factorio player, and this is my third overall save file. You can build your city block base near your original base and piece by piece replace parts of the original base with city blocks. If you need a city block design, you know you need one and why. The Standard block works great for vanilla/ V+ with the rail block working great for depends on size and demand for the bot usage. The elevated rail can be used for an overpass so straight-bound trains don't have to stop for cross traffic. With that configuration, each train has two paths through an intersection; straight or turn. You'll find that 1:1 trains are quite sufficient. . Instead, the main mode of transport are the rails bordering the blocks. 3 steam engines per block. Adding a new block is a literal copy/paste with no manual adjustments or hookups needed. So if you need more power plunk down another solar or nuclear power block. 7k SPM, expensive recipes). 0 update since I've never really done it before and I want to experience it before the new content gets added. from there you just place the grid and factory parts. the trains all get schedules that have them go to the nearest FUELING 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. then i delete New player here and I see posts about city blocks and I have no idea what people are talking about. If you're running even a smallish base entirely on solar, you'll have more than that. That's my tip! The fun part is how your blocks are never done! I think I've redesigned my blocks 4 different times already and rebuilt the entire factory. more like giving me a "boundary" or "grid" to know where i will start the "big factory" (when i'm in the early stage like "starter base"). I have only played vanilla and have about 80 hours played, launched my first rocket atb50 hours, I'll try and post some pictures of the save when I get home, since some people are surprised a new player launched a rocket so early Main bus and city grid are kinda orthogonal solutions to the same problem. U can make it so that the rail of that block is station itself. But the loading / unloading stations are each a block and sit adjacent to the production. I had a single train doing the refueling run for the entire base. Very large city blocks with a lot of trains can incur a noticeable performance drop since adding a lot of loops in a graph greatly increases pathfinding calculation costs. For example, you put oil processing + plastic in one fixed size block and leave it. The reason being that if a train is headed to a station that is disabled en route, it will reroute to the next train on it’s stop list, and if it can’t go to that stop right now, it’ll stop moving in the middle of your rail network. Just completed an IR3 run using 50x50 city blocks and 1-1 trains. I made this nuclear setup for a 100x100 city block, keeping the roboports and big power poles in their proper spots. Though IMHO if you do that, stick to doing it only on one side of any given schedule. 373K subscribers in the factorio community. Community-run subreddit for the game Factorio made by Wube Software. When you're designing blocks, try to have resources (trains) come in from one side and exit from one side. Optional 66 votes, 24 comments. I am currently re-starting my SE run and I am planning on working with a 100x100 (96x96) city block design. Mid game you probably only need a 1-2-1 coal train in and 1-2-1 plastic out. if you put 1 in each corner, you'll need 1. Not forgetting to signal the middle of your block. One thing that city blocks really help you with is spacing things out. Either merge the blocks completely, or just belt items across the tracks (I did the latter). i'm also messing with train city blocks, so it'd be really interesting to know more City blocks are not an Upgrade for an existing base, they're a whole new one. 1. But the blocks need to be pretty big, since a lot of py buildings are very large. - And the next 3 100x100 blocks the same thing in reverse order. I design a subfactory that is as tight as I can make it but the criteria is units of end product produced per minute so size of the sub factory varies by product type and I just connect the various subfoactories with rails. Usually, you use the starterbase which carries you to about the midgame and is generally used to fire the first rocket, to prouce enough materials to build your City Block design. My blocks tend to be large. Perosnally I ended up settling on fairly large 126x252 grid. So keep that in mind. I really like the city blocks from Nilaus and also wanted to use trains. This is similar to your 1&2 option. As others have said, it allows you to reuse designs, making it much faster to scale up production. Hello my lovely factorio(s)? I have just started a new save with a friend of mine, we have both completed vanilla countless times with mega bases/spaghetti speed runs but I have always done my oil processing close to my water source and bussed in oil. So every 5 blocks that are 2 lane have the 5th one be 4 lanes. 1-2 trains work great at that size with simple station 4 blcoks towards the inside of your block. But with drones or mods like Transport Drones (or even with vanilla belts), you can have very good looking and super simple city block setups. I just finished a vanilla 6. Factorio is a great trainset game but a terrible RTS. looking for blueprints or suggestions for rail city blocks as I am trying to start a playthrough using modular rail city blocks. Definitely use circuits on the stations. Then I have a crossover block for transitioning to the 100x100. Early Nauvis city block. Also you do not need the best high performance throughput junctions in a city block map because if done properly the traffic does distribute itself over the grid. Traditional stacked stations for 7 inputs + 1 output would have a footprint at least as big as this city block even if I make them as compact as possible. 0 will fix a lot of train issues anyway. I decided to be pragmatic and not only use 1 city block but 4 for a production part. The fuel depot fit a train that was only one cargo wagon long. 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 Last mega base I did, I based it on a 15 chuck x 15 chunk "City Block". I started making a city block for an empty block, with the 4 roboports to have a huge network (am currently at 40k construction bots), and 4 electric poles large. Once you get your city blocks going, you can start dismantling the base. You have to consider how you will gather resources and how you will move products. After an initial spaghetti rocket launch (~60 hours), a second faster launch (~15 hours), I wanted to try out megabasing. this also adapts nicely to growth and higher train demand since you can easily upgrade or add a third block for more trains. Nothing stops you from doing both together, but they're not useful to combine and arguably it's not even a city grid anymore, so no one is going to make a video about how to arrange a main bus in a grid, because it's just not a useful way to organize a main bus. Grid Aligned City Blocks and Rail Segments - FACTORIO MASTER CLASS. The blueprint is not upgrade-in-place compatible with existing City Blocks. So it's easy to start with them early, and organize your base better. The main draw for a factory like this would be easy scaling. This is my first foray into a truly dedicated city block and I wanted to make it scalable and/or flexible to facilitate anything from a 1-1 to a 1-4 train. a total coverage grid will provide easy coverage to any situation, but the pathing of the bots can add up when they gotta keep making stops to charge. Nov 11, 2016 · "city blocks" with belts instead of bots can work. Or at very least allow yourself to have multi-block segments. 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 have a rectangle block with roboports in the bottom left and upper right corners. That's a radar every 7 chunks, or I think 224. 89 votes, 23 comments. Features. Lets say I have 5 city blocks which all take in iron plates, would you have one train emptying then going back to the mine to refill then coming back each time to fill each block or would you have 5 trains, one for each or have a train do multiple blocks? Thanks you could also assign two blocks to each production giving you one for production and one for trains. And now comes the good part. I feel the advantage of city blocks is lost in SE because in SE bootstrapping is king. I don’t have any storage chests in the fueling network so I don’t have to worry about auto-trash or anything like that. On Nauvis, I'm using 1-2 trains and a larger block. qmzci caxco yilropf qkynxv rijt qwxy ujlziwcc rmmk olmah ewoqi mgxjy koedqt zeuwqz sih dsgry