Quality module 3 factory: 6/s
Quality module 3 factory: 6/s is a blueprint with 201 entities in a 59×14 tile area, mainly 12 × electromagnetic plant. Its author gives 6 per second. It needs Space Age. Copy the string and import it from the blueprint library.
- Turbo belts 97
- Beacons 38
- Inserters 36
- Circuits 14
- Machines 12
- Power poles 4
About this build
A quality module 3 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 201 buildings in a 59 by 14 tile area.
Before you place it
- Clear a space of at least 59 × 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 12 crafting machines and 38 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
- Quality module ×4
- Quality module 2 ×4
- Quality module 3 ×4
Facts
| Type | Blueprint |
|---|---|
| Game version | 2.1.23 |
| Space Age | Required (Turbo transport belt, Stack inserter, Turbo underground belt, Electromagnetic plant, Quality) |
| Quality | legendary |
| Size | 59 × 14 tiles |
| Entities | 201 |
| Power | About 359 MW with all 12 machines working, plus 38 beacons and their effect. Modules are included; inserters, belts, lamps and robot charging are not. |
| Rate | 6 per second, 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 · beacons in 2.0: diminishing returns and how many to use
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