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.
- Turbo belts 101
- Beacons 38
- Inserters 38
- Circuits 13
- Machines 13
- Power poles 4
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.
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What it uses
Recipes
- Productivity module ×4
- Productivity module 2 ×4
- Productivity module 3 ×4
Facts
| Type | Blueprint |
|---|---|
| Game version | 2.1.23 |
| Space Age | Required (Turbo underground belt, Stack inserter, Turbo transport belt, Recycler, Electromagnetic plant, Quality) |
| Quality | legendary |
| Size | 60 × 14 tiles |
| Entities | 207 |
| Power | About 361 MW with all 13 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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