Explosives factory: 240/s
Explosives factory: 240/s is a blueprint with 82 entities in a 27×15 tile area, mainly 2 × chemical plant and 2 × cryogenic plant. Its author gives 240 per second (four full turbo belts, or one turbo belt stacked 4 high). It needs Space Age. Copy the string and import it from the blueprint library.
- Turbo belts 23
- Beacons 22
- Inserters 14
- Pipes and fluids 10
- Circuits 7
- Chemistry 4
- Power poles 2
About this build
A explosives 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 27 by 15 tile area.
Before you place it
- Clear a space of at least 27 × 15 tiles.
- You need the Space Age expansion (Turbo underground belt, Turbo transport belt, Stack inserter).
- 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 22 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
Recipes
- Coal synthesis ×2
- Explosives ×2
Facts
| Type | Blueprint |
|---|---|
| Game version | 2.1.23 |
| Space Age | Required (Turbo underground belt, Turbo transport belt, Stack inserter, Turbo splitter, Cryogenic plant, Quality) |
| Quality | legendary |
| Size | 27 × 15 tiles |
| Entities | 82 |
| Power | About 72 MW with all 4 machines working, plus 22 beacons and their effect. Modules are included; inserters, belts, lamps and robot charging are not. |
| Rate | 240 per second (four full turbo belts, or one turbo belt stacked 4 high), 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
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