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Space AgeLegendary

Electronic circuit factory: 480/s

Electronic circuit factory: 480/s is a blueprint with 82 entities in an 18×14 tile area, mainly 2 × electromagnetic plant. Its author gives 480 per second (about 8 turbo belts, or two turbo belts stacked 4 high). It needs Space Age. Copy the string and import it from the blueprint library.

Top-down preview of Electronic circuit factory: 480/s
  • Turbo belts 45
  • Inserters 19
  • Beacons 8
  • Circuits 6
  • Machines 2
  • Power poles 2
Simplified drawing: each colour is a building type, not game graphics. Zoom in and hover a building to see what it is and what it makes.

About this build

A electronic circuit 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 82 buildings in a 18 by 14 tile area.

Before you place it

  • Clear a space of at least 18 × 14 tiles.
  • You need the Space Age expansion (Turbo transport belt, Turbo underground belt, Stack inserter).
  • It places legendary quality items: your logistic network must hold them at that quality before robots can build it.
  • It has 2 crafting machines and 8 beacons, so connect enough power before you switch it on.
  • It uses circuit logic. Do not remove wires or combinators when you adapt it.

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What it uses

  • Turbo transport belt37
  • Stack inserter19
  • Beacon8
  • Turbo underground belt6
  • Small lamp4
  • Display panel2
  • Electromagnetic plant2
  • Substation2
  • Turbo splitter2

Recipes

  • Copper cable ×1
  • Electronic circuit ×1

Facts

TypeBlueprint
Game version2.1.23
Space AgeRequired (Turbo transport belt, Turbo underground belt, Stack inserter, Turbo splitter, Electromagnetic plant, Quality)
Qualitylegendary
Size18 × 14 tiles
Entities82
PowerAbout 58 MW with all 2 machines working, plus 8 beacons and their effect. Modules are included; inserters, belts, lamps and robot charging are not.
Rate480 per second (about 8 turbo belts, or two turbo belts stacked 4 high), as given by the author
CheckedPassed an automated check against Factorio 2.1 game data: no overlapping buildings, unknown buildings or unknown recipes.

Space AgeQualityCircuits

Numbers behind builds like this: quality chance: quality module percentages and legendary odds · beacons in 2.0: diminishing returns and how many to use

Something wrong with this blueprint, or is it yours and you want it changed? Report it or e-mail me.