Space AgeLegendary
Beacon factory: 30/s
Beacon factory: 30/s is a blueprint with 154 entities in a 34×14 tile area, mainly 4 × electromagnetic plant. Its author gives 30 per second (one full red belt). It needs Space Age. Copy the string and import it from the blueprint library.
- Turbo belts 82
- Inserters 35
- Beacons 20
- Circuits 10
- Machines 4
- Power poles 3
About this build
A beacon factory that works on any planet, from Xeinaemm's Tileable Factories book. The rate is Xeinaemm's minimum with legendary machines and full productivity research, so expect less early on. It is 154 buildings in a 34 by 14 tile area.
Before you place it
- Clear a space of at least 34 × 14 tiles.
- You need the Space Age expansion (Turbo transport belt, Stack inserter, Turbo underground belt).
- It places legendary quality items: your logistic network must hold them at that quality before robots can build it.
- It has 4 crafting machines and 20 beacons, so connect enough power before you switch it on.
- It uses circuit logic. Do not remove wires or combinators when you adapt it.
Did it work for you?
Nobody has reported back yet. Your answer helps the next player.
What it uses
Recipes
- Beacon ×3
- Copper cable ×1
Facts
| Type | Blueprint |
|---|---|
| Game version | 2.1.23 |
| Space Age | Required (Turbo transport belt, Stack inserter, Turbo underground belt, Electromagnetic plant, Turbo splitter, Quality) |
| Quality | legendary |
| Size | 34 × 14 tiles |
| Entities | 154 |
| Power | About 120 MW with all 4 machines working, plus 20 beacons and their effect. Modules are included; inserters, belts, lamps and robot charging are not. |
| Rate | 30 per second (one full red belt), as given by the author |
| Checked | Passed an automated check against Factorio 2.1 game data: no overlapping buildings, unknown buildings or unknown recipes. |
Numbers behind builds like this: quality chance: quality module percentages and legendary odds
Something wrong with this blueprint, or is it yours and you want it changed? Report it or e-mail me.