BeltPrints Search Sign in
Space AgeLegendary

Productivity module 3 factory: 6/s

Productivity module 3 factory: 6/s is a blueprint with 207 entities in a 60×14 tile area, mainly 12 × electromagnetic plant and 1 × recycler. Its author gives 6 per second. It needs Space Age. Copy the string and import it from the blueprint library.

Top-down preview of Productivity module 3 factory: 6/s
  • Turbo belts 101
  • Beacons 38
  • Inserters 38
  • Circuits 13
  • Machines 13
  • Power poles 4
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 productivity 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 207 buildings in a 60 by 14 tile area.

Before you place it

  • Clear a space of at least 60 × 14 tiles.
  • You need the Space Age expansion (Turbo underground belt, Stack inserter, Turbo transport belt).
  • It places legendary quality items: your logistic network must hold them at that quality before robots can build it.
  • It has 13 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.

Did it work for you?

Nobody has reported back yet. Your answer helps the next player.

What it uses

  • Turbo underground belt59
  • Turbo transport belt42
  • Beacon38
  • Stack inserter38
  • Electromagnetic plant12
  • Small lamp9
  • Display panel4
  • Substation4
  • Recycler1

Recipes

  • Productivity module ×4
  • Productivity module 2 ×4
  • Productivity module 3 ×4

Facts

TypeBlueprint
Game version2.1.23
Space AgeRequired (Turbo underground belt, Stack inserter, Turbo transport belt, Recycler, Electromagnetic plant, Quality)
Qualitylegendary
Size60 × 14 tiles
Entities207
PowerAbout 361 MW with all 13 machines working, plus 38 beacons and their effect. Modules are included; inserters, belts, lamps and robot charging are not.
Rate6 per second, as given by the author
CheckedPassed an automated check against Factorio 2.1 game data: no overlapping buildings, unknown buildings or unknown recipes.

Space AgeQualityModules

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.