Factorio chunk aligned city block reddit.

Factorio chunk aligned city block reddit Search the tags for mining, smelting, and advanced production blueprints. ElderAxe's City Rail An extra blueprint with the station with enough overlap with the block blueprint that it can be easily and confidently placed makes it pretty straightforward to customize blocks according to how many stations are needed. A chunk is then picked at random using a weighted dice roll such that chunks with higher scores are chosen more frequently. I posted recently on an adjacent issue of city blocks here. There is no perfect size. Sep 12, 2019 · Chunk Alignment Since there are a decent handful of trainbooks out there that are chunk-aligned, I think that might be a good way to go for my blocks as well. Oh and another quick description: Each city block has on each side the following arrangement of rails: roundabout 4-way -- lane switcher -- crossing -- straight -- straight -- lane switcher -- roundabout 4-way. com would be a better place to paste this (plus you get lots of live previews for free). Resources patches don't obey city blocks. 3. You can do rails center-block aligned, or edge-block aligned. For me it has worked well for everything except red circuits so far, I had to use a tripple city block for 2/s. Each set of blocks supports 2k spm. These are 2 different approaches that you can choose from. any belts or blue belts only sub-variants The cells are built completely from a modular book consisting of 14 blueprints, all individually chunk aligned as well. In my experience, Factorio city-block bases are usually built around odd number of The blueprint is chunk-aligned (with the eye centered on the crashed ship). This is puzzling to me since 96x96 would make it exactly 3 chunks by 3 chunks and still leave a 2-block border outside of the power-pole square. figure either top/bottom or left/right can be loading/unloading stations and use the reverse for a buffer (name it the loading stations name plus buffer, so the train goes into the buffer then waits for a clear spot to move into loading or unloading station. Diagonal rails connect to each other on the intersection point of two chunklines, by overlapping the substations. certain things that would take place in a round-robin order are turned into pseudo round robin by existing across chunk borders, due to the game calculating 1 chunk at a time. n is usually 3 or 4. Two engineers can use the same 100x100 blocks but have vastly different experiences. 2/4 Lanes tracks setup. The two encircling rails around each block add an additional 26 tiles in each dimension, so the city blocks are effectively 118 tiles by 118 tiles. I really don't like 100x100 one cuz it's not chunk aligned. For example roundabout or celtic knot. The easiest way to make a city block or anything chunk related is either by going up 32 tiles in size or 50tiles in size Like 32x32 64x64 96x96 128x128 or 50x50 I'm a fairly new player to Factorio (~850 hours in vanilla + K2). Factorio developers: "Not having a sale ever is part of our philosophy. I chose that for a several reasons: Artillery installs will auto fire up to ~8 chunks. After playing around with them, my first impression (based on the following observations) is that they don't seem worth the hassle and added expense unless the motivation is purely aesthetic. A really huge part of the time I enjoy developing blueprints. Most of the time I’m going to city blocks only if I can’t keep production chains clean by any other way. They make your life so much easier. So I could install one Artillery Battery near the corner of each City Block and have the whole of the block defended against Biter expansions. God damn I wish you had posted this earlier, but anyway it was a lot of fun designing it, now I see your U-Turn idea and im back to designing I guess :D will be fun to make it Yeah, it's useful if you're actually trying to make chunk aligned city blocks or something like that, pop it on and off with F5. IMO, you should pick a train size and build your grid around that. Quite tidy and organized. Share your designs. Members Online My base at the end of Krastorio2, my first attempt at making a base with trains instead of a belt bus, somehow got away without ever having any problems with it The blueprints are chunk-aligned, with 3 possible alignments. I've been using his 4 lane train design for my mega base. Blue science could probably be shrunk if I had a separate engine unit cell. Ours are set up so you can place things in any order and you know they will line up - whether it's stations, junctions or walls. I layed out all the city blocks, my bots built them dutifully and secured all friggin borders. 30. The ElderAxe BPs are all chunk-aligned, so that makes it easy. 2-8 trains are pretty big for a city block base, but they should fit in a 5x5. The ones that are big and you'd need to expand into multiple blocks are GC, RC, iron smelting, copper smelting, steel smelting, crude oil processing, RCUs, rocket fuel, the mall, the labs, and blue science. Rather than a huge blueprint block, perhaps factoriobin. Hi all. City blocks 100x100 as well. Just keep 32x32 in mind. Cityblock based RHD train network blueprints. I like it because I have a walking path, my intersections all laid out. powerpoles are dirt cheap and they use very simple ingredients so even if power poles are 56 times more expensive it shouldnt be that hard to create a recycling loop in order Community-run subreddit for the game Factorio made by Wube Software. Relative alignment is used for CONSECUTIVE stamps. The map is divided into tiles, 32x32 tiles is classified as a Chunk. City blocks is more or less draw up a big grid of rails, like the road grid in a city, then fill in the gaps, like blocks. I wanna try organizing around city blocks as I expand. But I agree chunk-aligned is just better and easier to integrate with other chunk-aligned blueprints (mostly rails). Everything we place is chunk aligned and designed to overlay on top of one another. Much but not all of the interim was time where I was prevented by life from visiting this issue in earnest. In my ideal world, the radar would stay at the same place inside each chunk. Once the process of building the blocks is all blueprinted and can just by copied, I end up rebuilding everything, inside the blocks. Do you mean “chunk aligned”? The biggest advantage is that you can be sure things like rail connections will line up exactly even from a really long distance away. City block (constructed from rail segments in Chunk aligned rail system) . Do you run into an issue when copying/turning on snap to grid, that the 'grid' is always ~1/2 way into the first block you create when dropping the blueprint? This is my second pass at city block style, and I think I enjoy the organization. edit: here is a screenshot of my block I was just pointing out the fact that a real-world city designers might use a “round” size for city block lengths uses far weaker reasoning than those that can be made for Factorio. My city blocks based on rails have a chunk sized blueprint book of straights and corners, and then I place them in 3 x n and 4 x n arrangements, meaning the insides of the blocks are 2 or 3 chunks wide (Couple of exceptions, depends on modpack/scale). The work fine for vanilla but feel a bit tedious for the more complex mod packs. It's made for 2-8 RHD trains with full roboport coverage. My recommendation is 4 chunks to no more than 10 chunk ( 1 chunk = 32 tiles ). I use the ChunkyChunks mod for custom gridlines to make this easy. 386 MW sustained 3. The train congestion will slow you down more than the extra distance if trains can maintain top speed. Can I get away with limiting 1 train per station or will that cause gaps in the resource belts? - To chunk or not to chunk? The rails weren't actually that bad because I have a blueprint book of chunk aligned 4 track rails. I'm not an expert, but I firstly made chunk-aligned rail blueprint book (straight and 3-way intersection, my hexagons don't need 4-way). One just has a bunch of premade structures like a large mining array so i can just paste it on top of an ore patch, or a large 1-ingredient crafting array, and the other one has a bunch of basic circuits like a monostable circuit, a maximum finder, IF/ELSE conditionals and such. Press Shift-Space and it will pause your game and show show a grid including the borders of a 32x32 chunk. Straight pieces (1 and 3 chunks lengths) 3 and 4 way intersection; Turnaround; Curve; Diagonal; Designed to be used with the rail based city block and Chunk aligned wall (train gate can be pasted over the 3 chunk straight piece) May 16, 2017 · 1. A 4x4 chunk [aligned] 2-lane 4-way intersection with ~87 trains/min throughput (over 15 minutes on a test map). 297 kW / tile 303. Blueprint it. Putting them in the same corner each stamp will help ensure the most uniform coverage, but even then, note that you're going to be wasting energy (and UPS) scanning sectors multiple times. Flamers, lasers, and the wall in this set up are used maybe once every 10 attacks and I don't recall ever even needing to repair the wall. The comments here are confusing chunk-aligned with relative and absolute grid alignment. I usually play rail worlds, so going large is just part of the game. Build an intersection or pick you one based on guides and review. The ones I use have a grid of 28x28 to be 4 wagons long. T-Junction now with better Throughput (see Post below) Railway Modules one of the first things I will try to get to legendary is powerpoles. Reply reply Nizzo_1 However, yes - chunk aligned rail blueprints are amazing. 3: Compatible with Factorio 0. As shown in the picture, I'm trying to design my own city block (this size is probably done before) and I'm wondering is this too small? Main idea is 1 chunk of train rails in between 2x2 chunks of city block. Wish I had done 4 just to make rotational symmetry and chunk alignment easier. Feb 20, 2023 · I noticed that most of the standard blueprints and youtube videos involving a Grid or City Block make them 100x100. I prefer equilateral blocks, but I am open to the possibility of rectangular sizes for niche-cases later in the playthrough that I'll be beginning once I've completed this stage. I like that size because I use a chunk-aligned rail system with three-chunk blueprints, so I can just alternate straight with cross and get that size. The main novelty here is the use of single-width rail for city blocks. 1K votes, 65 comments. Unfortunately, most of the core seams in my current SE playthrough intersect with my chunk-aligned city blocks. I'm currently gaming of a "meta game" for myself - I want to develop the most optimal blueprint book for trains and city blocks that will fit most scenarios. Place power poles and roboport. In a low-throughput area a simple roundabout will do just fine. QCed and set to snap to grid within chunk boundaries. Now I can place the mining supply stop next to the raw materials and then connect it into the rest of the network. Importantly, a 32x32 absolute grid-aligned blueprint will perfectly fill a map chunk (visible if you turn the tile grid on under the f4 debug menu). factoriobin Related Topics I use it, of course the signal work The most successful point is when you put multiple chunk together, train can always find the best path from multiple corner combination to destination in dynamic, it solve the problems that the limit capacity of huge roundabout Factorio Prints: Factorio Prints: 3x3 Chunk Solar Array (30. its 3x3 Absolutely. And 16 roboports had slight overlapping of logistic areas, so they weren't connected to neighbor cityblocks. I've designed a blueprint book that can be used as a framework to build a large block-based factory. As in they get confused, the entire horde stops, pauses, next explosion - confusion, pause, etc. Are there any benefits or drawbacks when I have chunk aligned base? For example, if I have 96x96 city block (chunk aligned) vs 100x100 city block? Also, are there any "rules" of what entities "should not be" over the borders of a chunks? Set of Grid/Chunk aligned blocks. Primarily intended for planning solar panel array inside it but you need to make a mall too in megabase. 37 MW/chunk Note that for one tile, there are 4 radars and 5 roboports. It is merely an added thing. Your green square can be smaller than the actual BP, anything outside the green square should be puzzle connectors for the next BP. Making them on the main bus would also have a large footprint. 4GW nuclear station for my city block base. Search for "city block" designs. I just finished a city block megabase and I used blocks the size of 2 radar areas. I started a new K2SE run recently. It would be the smallest block possible for the turning radius + engine + 1 carriage (I. Lots of reasons you might have different electric layouts with the same track, including not wanting to have a single point of failure for outpost power. We would like to show you a description here but the site won’t allow us. ( Most of the blueprints are 2 chunks wide. These things are related but not the same. 30 tiles/MW 3. You’ll see references in this subReddit about “chunk-aligned rail systems, etc. Make things expandable instead of overbuilding it. Optional roboport coverage; Stations can be used within city block or on 3-chunk straight piece; four different stations, can be used in any combination based on individual space needs If things are chunk-aligned, they have a grid size of 32x32 (or a multiple thereof). Very specific use of time. If I planned to go to city blocks at the beginning of the playthrough - I’d go there right away. I hope this helps you to decide on your city block design. I tried blocks. Feb 18, 2017 · I have solved all of those problems though with modular railway blueprint system that is additionally chunk-aligned. Created a 5x5 chunk tileable city block with uniformly spaced power poles and lights that will automatically snap to the chunk lines on the grid if anyone wants to use it. A 100x100 City Block design by Nilaus. Once you get a better feel for things you'll probably want to either design your own or augment what is out there. I only got up to 500spm once with 100x100, centering the rail network in the blocks. Spread out your high traffic city blocks. Grid alignment is to help stamp down blueprints consistently. My blocks tend to be large. What ungodly efficient factory do you need to have to necessitate a blueprint of an 8 train city block design? Hell, I have a train base, a base who's every plate of metal, every chunk of ore, and every dumbass efficiency module is transported exclusively by trains, and even I don't need that. I build my 100h base with 96x96 City Blocks. . Book [color=green]100x100 City block BPs - Modified by TerroR75[/color] Empty slot in book: Empty slot in book: Empty slot in book My city block blueprint includes concrete tiles covering the entire 5x5 block, 3 product-delivery (LTN) train stations along left side and 2 product-pickup (mostly LTN) train stations on the right side, dedicated 5-track stackers for the stations along bottom and top of the block, a RADAR centered along top and bottom to ensure visibility, and Would perimeter beta designs like this be to big or not efficient for a city block? I want to unload a 1x4 train to a 8 wide bus and I hate doing that inside the city block and wo This is not chunk aligned nor was it intention. It's a bit big, but it was convenient. 4-lane rail system, city blocks, construction train unloading stations, smelters, 12-beacon templatesthis game is unbelievable. This should leave plenty of room in the 3 input, 1 output case. Every post must be about Factorio or of content you have made that is directly inspired by Factorio (such as fan Fwiw, my railways blueprints do not have outpost station blueprints snapped to grid or even chunk-sized. With grid on, I am using 4 full grid blocks, so I think 400x400 for me. The game scans the map chunk by chunk to decide whether each chunk is a valid expansion target. I found: You'll need multiple City Blocks of some types of goods. And I'm also trying the design theory "sexy blocks" by Bigfoot. OP is talking about chunk aligned Currently doing a city block megabase, LHD with spacing of 3. So you can, e. I was using 1L1C (1 locomotive with 1 cargo wagon/fluid wagon) in a 100x100 size city block, as to achieve spaceship victory, the scale is enough. If your block is big enough, u can fit the network inside while still having construction blocks build the entire grid network. Changing this down the road is very hard for existing city block. Then you can easily vary it (eg: substations at parallel stations for low volume stuff) when needed. Absolute grid alignment is based on offsets from 0,0. Similarly, I can still expand grid using bots. For the train blueprint themselves I'm partial to the Ten Books of Rails BP book for a good starting point for vanilla stations, and ElderAxe's 2-Lane Chunk Aligned Rails for the rail paths themselves. Would rather have to be using 3x3 chunks so the middle chunks will have the rail connections to match. As time goes on and technology allows for better belts and higher modules, city block sizes and corresponding district sizes increase. Works out well for my megabase-in-the-works. Set snap to grid and set the first X and Y values to 32 (a chunk is 32x32 pixels) now every movement when you have the blueprint active will jump from chunk to chunk on the map. I took the city block layout Nilaus uses (I just looked up his youtube video, I think it's called 'organizing your base with city blocks'. Then place down a train stacker that'll handle ALL the trains you want to arrive at this City Block. all can be whatever you want them to be. 5x5 chunk grid blocks, rails take up the centre of the outer chunks, so there's 3x3 chunks worth of buildable space in each one (as an added benefit, since I'm using SE, two pylons stretch across each block, and ultimately I can power the whole block with pylon substations, once I unlock them) <cc trains. If you didn't include the "road" space that is usually left between the blocks, you can increase the "grid size". 298 tiles / MW 97. 15. But because city blocks have limited space, those queues end up taking up most of the space. I am trying to edit some chunk aligned blueprints, and when I grab the contents to update my BP, I can never seem to get a perfect 100x100 square, resulting in NON aligned NON tileable BPs. Traditional chunk-aligned city blocks are very large and can realistically generate all required resources for large factories in just a couple blocks. 345K subscribers in the factorio community. Now when you start doing different sizes like 3x3, the BP will increment by 3s from your starting point. With a chunk between blocks for rails. I don't care about compactness so I would use my chunk-aligned station BPs and the result would be as big as three city blocks. Comes with two station designs: one for 1-1 trains with no stacker, and one for 1-2 trains with a stacker large enough for two extra trains Basic blocks, boundary segments, stations Stations have correct train limits configured Chunk-aligned It is very common to build rail networks with a grid aligned blueprints (city blocks being an example) and because of the inbuilt 32-tile chunk, a lot of people like building blueprints aligned to this. ) He uses a 100x100 setup with four roboports and measuring sticks from big electric poles. I'm using 128x128, because that gives me space to also fit train stations and a stacker within the cityblock. I don't mind using editor mode, but so far I can't find any way or mod that can do it. Which for one thing tend to be square :D That said, the details of the form of city blocks - their shape, whether the rails run around each one or through them, how are roboports arranged, how do you handle power poles, do you have walking paths etc. This allowed me to shuffle them around to avoid ore deposits. So, for example, for IR2 I went to city blocks right after researching Iron Age. Yes, you do have to use f5 to correctly align building blocks, but it gives you major speedup in rail-laying, great ease of rail planning and is very OCD-friendly. 822 votes, 35 comments. Now I wanted to place my actual first city block containing rails and it turns out, they are off to the already laid down city blocks by 1 tile. Apr 4, 2025 · Mainly because when building megabases for the 11th time, it's nice to have chunk aligned blueprints that you can slam down like legos, and legos are fun. Only the in and out sections of the main railway are. Centers of the railway intersections were aligned to chunk crossings. 1. Nowadays I'd probably switch to some other dimensions and take advantage of the new absolute grid alignment feature. If you can't fit everything into one block then unload in another I've seen a few maps made with city blocks and/or grid-aligned city blocks. 841746 ratio 733 Solar panels 617 Accumulators 26 Substations Well, what I built is in some ways a departure from "standard" city blocks style. And because my blocks are large, the first factory ends up taking up only a few city blocks of space. A new district perimeter and its city blocks are roughly laid out, designed blueprints are stamped down, enclosed, and logics are wired in. Now I wanted to use the normal 100x100 City Blocks but they didn't fit. I have done a K2SE run last year with a city block ground base on Nauvis and a bot base in Nauvis Orbit. I keep my blocks 4-6 chunk sized so if necessary I can always have a separate network. One thing that city blocks really help you with is spacing things out. Example And I like that all my rail (48x48), defense (32x32) and grid (96x96 / 192x192) blueprints align nicely together :) Because before the snap-to-grid functionality, you only had chunk boundaries to go by for aligning rail networks. From that pick size you want. It's big enough that you can probably fit in there a 2spm factory taking Iron, Copper, Coal, Stone, Oil and Water as inputs and duplicate this bad boy as many time as you want. So anything that is chunk aligned 32x32 is easy to grasp. You can see the tile and chunk lines in the above picture if you look closely. I did the same thing and built everything chunk aligned. The whole point of using chunk aligned rails is that your rails always start/end at the same part of a chunk, so 2x2 chunks wouldn't really work (or at least I can't visualize it right now). Place radars manually afterwards, putting them in corners would make too much overlap and cost you UPS. Neither did I. The first can be placed anywhere We would like to show you a description here but the site won’t allow us. drive out to an ore patch, build a station there, and then stamp out chunk-aligned rail blueprints to build the rails back and be guaranteed everything will line up. Of course, this is for a free-form railway and not a city block grid. Works like a charm. Not all city block designs are chunk aligned, but it can be a good way to make your design universal and more usable by anyone. If I did it again I would probably do 128x128 to chunk align them. 346 votes, 19 comments. I don't use prefab city blocks but chunk aligned rail that snaps together. My steel smelting array just fit (32 blue belts of iron ore) while all my other blocks fit very comfortably with space to spare. One of them is D, Diagonal. From the inner edge of the inner rail to the other inner edge on the opposite side, the blocks are 92 tiles in the X and Y axes. This solar array was designed to be chunk-aligned, such that the built-in radars cover the area required for all 8 surrounding stamps in their continuous vision. Have to start over now. The smaller blocks are usually termed “tiles” and the blocks of 32x32 tiles outlined in darker lines are termed “chunks”. In this instance it's important for radar. Empty space in a city block isn't a sin but fill it with solar if you like. Its good for a city block type design, basically makes the whole train system like a scale model set, placed down in predefined pieces. You can align blocks without being chunk-aligned, though. same, outside of the classic balancers blueprint book, I only have two books of personal utilities. 100x100 is a good size for trains 1-4 with waiting zones for each When I hit that magic 7 (or 8) number, I check the map — You should be one “block” out from the range of the last radar, and you’ll see that block start to fade out of visibility. 4-track BPs on Nauvis (main planet/homeworld), and 2-rail BPs in Orbit and any other planets as smaller outposts. e. Block are in a brick pattern, so I only have 3-way intersections. Design your blueprint of what ever you like to make chunk aligned, size irrelevant. 364K subscribers in the factorio community. Most city blocks could probably be smaller. One reason I've heard for chunk-aligning things like that is so that it's more compatible with other blueprints, so you could have a chunk-aligned city block that's compatible with a chunk-aligned rail network. Radars 4 rail, RHD, 1-4 trains. Nauvis Cityblocks are 5x5 chunks, and Nauvis Orbit are 9x7 I think. Allows using 2 line and 4 line networks at the same time 2 line versions can be upgraded to 4 line versions easily. I went to the sandbox to experiment. Also just large enough spacing fit a Roboport or Supercharger in the "angled" rail pieces. " Rules. Then I'll make the city blocks quite wide, perhaps 3:1 or 4:1 rectangles. The grid helps understand that regularly there will be a gap. 1: Re-Worked the Curve, Straight and T-Junction Parts. Right now im using chunk aligned 10x10chunk (320*320) blocks with 2 chunks inbetween for rails. I adapted them to fit my style. I have designed a new 3x3 chunk solar array. Now that I'm back, I'm resolved to generate some blue city-plan blueprints for myself that are chunk-aligned. Ah. You prefer 6, fair enough! Has anyone tried to make a city block about the size of a trains turning radius - whatever that is? The block might be about 12 tiles, 90 degree turn then another 12 tiles then turn etc. It works like this: 1. The rest has to be placed manually and can be easily altered. Diagonal lines are 1 chunks wide ) RHD Versions for 2 line and 4 line networks in the same book. My point is that the notion of “chunk size” only makes sense in the context of a discretized grid system. Started out with a few nicely aligned blocks in the starter area but expanding further away always lead to city blocks either having a patch exactly in the middle which prevents efficient processing, or having a city block cutting right through a patch (with the latter leading to the first because using bigger block). I'd personally recommend these two 48x48 blueprints, intended for tiling with roboports leaving a 2 wide gap: without radar, with radar. In my last playthrough I had 6x6 chunk cityblocks. Features. All those refer to these groups of 32x32 tiles. For example, you put oil processing + plastic in one fixed size block and leave it. Think of chunk-aligned railroad as an example of what a modular base design aims for, except with "factory" bits, not travel. I got the original 96x96 blueprints from Nilaus Stream but his master class video uses different ones. Valid chunks are called 'candidate chunks' and assigned a score from 0 to 1. Town with districts is city blocks, but with more "groups of blocks" rather than one huge thing. Also made a BP with two stacked stations - sometimes 4 stations in a block aren't quite enough. 100x100 is a bit small, but it's the great size if you want different blocks for train tracks and stations and factories. This is heart of your city block. The full cells also transmit circuit network connections and the corresponding book of tileable train stations include priority and depriority loading stations which can turn each other on/off using this shared network. Last mega base I did, I based it on a 15 chuck x 15 chunk "City Block". I also have 4x4 chunk city blocks in my PY playthrough (without alien life and with waterfill) and I'm a bit further in at 145 h. Here's one technique you can use to do it (easiest in creative mode but you can do it normally too): First show the chunk boundaries place down some tile like landfill or concrete filling exactly one chunk. personally I hate all the mess power poles creates and my power pole network allways looks like a bowl of noodles, I also hate placing them everywhere. My favorite grid size (so far) is 5x13 chunks160x416 tiled. However, I do try and work around the concept of a chunk to ensure I have "space" to do stuff and make changes. Rails doesn't have to be chunk-aligned. Big power poles were placed along railways. In my current game I have two busses, one produces 60SPM of all sciences, an Find blueprints for the video game Factorio. I don't use city blocks; instead I have a set of chunk-aligned rail blueprints that I place down from map view. Radar works by providing vision of the chunk it is based in and three chunks in every direction. I should actually make a screenshot of the blank cells instead (i hope these cluttered screenshots make sense). Note that that included a special unloading for the 11 1-3 trains that takes up half a city block. At the same time, radars' area is centered on the chunk they are on. Here you will find the blueprint book for this and some rail chunks I made for this base. I can't live with this. Presumably when an inserter finishes inserting it goes back onto the wake-list for the assembler that supplied it, right? If they get inserted onto the end of the wake list, then the next time the assembler completes a craft, it'll wake up the least-recently-woken inserter, which gives the observed round-robin behavior without any additional code. Loading/Unloading Stations with vanilla and LTN variants 4/8 belts. g. 0 indicating their relative suitability. after seeing OP's video clip, I gotta work on a standard belt blueprint to for my unloading stations. I've spent the last little bit redesigning my city block setup since I realized my last version was a bit too limiting when it came to adding stations, but I can very much understand why someone wouldn't want to sit there for hours making fine adjustments to how long segments are and how they fit together lol. it stacks and no matter which way you flip it it overlaps. Made this 1. But just hanging out with it on? That's a cry for help. Therefore, if the size of the blocks were drastically reduced, a large factory would then require 10+ of each individual block. THAT is your size. It makes life so easy. Don't put all the smelters and circuits next to each other. I had secured myself a good area of real-estate to transition from belt mid-term based to city block base. Since the maximum distance between poles is one chunk, they are easily rotatable. Never had a single issue with fitting things between the rails so I really find your "need 6" a bit too strong. All that said I don't really use city-blocks architecture. If you want to post about other things, there are subreddits for that. Mar 5, 2021 · For this example I'm using Nilaus-style 100x100 tile city blocks but this should work for whatever grid you like. If you're more of a freestyle player, then don't sweat it. It will round robin within the chunk, then round robin within the adjacent chunk, rather than taking both chunks into account from the start. The wide block makes sense, considering how much room is lost to support the 4 trains. Radars cover a 7x7 chunk area, usually much larger than your city block will be (my city blocks usually end up being 4x4 chunks, or only 128x128 tiles). When tiled, this drops to 1 radar and 2 roboports for each tile. x Added Chunk-aligned Cross Add Universal Stations and Mine-Outpost Replaced Lamps in Stations for Fill-Level with Nixie Tubes; 1. 96 x 96 tiles = 3 x 3 chunks. Better to use a separate blueprint book that is also chunk-aligned to lay that down. all grids have red/green wires. I have blueprints for both cell types, so when I build a new city block I just determine which cell type i am standing in (CW or yeah it can be a little annoying to get the grid offsets correct. There's plenty of space in the block so you should be able to fit beac A chunk aligned rail system. Chunk aligned. Find blueprints for the video game Factorio. Imagine waking up, browsing away your morning reddit needs and stumbling upon this after you spent the better part of the last two days designing a rail based city Block. 1 station on each side). The grid shows a chunk, so it highlights that big electric poles are a bit shorter than a chunk. It's really up to you how you make the transition, and what you transition to. Thanks Nilaus This question might be controversial, but all I want is to move the core seam outside of my rail city blocks. 4-ways are BAD for throughput, you already have the correct solution in your picture on the left (except I'd give it an extra chunk of space so that a train can fit between the 3-way segments, assuming your trains are shorter than a chunk). Traditional stacked stations for 7 inputs + 1 output would have a footprint at least as big as this city block even if I make them as compact as possible. All content must be related to Factorio This is a subreddit for the game Factorio. Both have the same ratio: the one without radar uses one less substation, while the one with the radar has room for a radar, an extra solar panel or two extra accumulators. Jul 31, 2021 · If by "chunk aligned" you mean align them properly relative to each other (and not necessarily with the chunks of the map) it is easily solved through the "snap to grid" option. Honestly, block size is only one variable to consider. 3 MW) Figures: 30,386 KW (net sustained) 30,786 KW (gross sustained) 3x3 chunks (96x96 tiles) 303. Starting to plan out a train block grid of one direction trains. Now place your blueprint down on this chunk line up properly. Features of the Blocks: 1x1, 1x2, 1x3, 2x3 and 3x3 chunks blocks. If you make your blocks bigger the ratio of space used for train tracks vs production are gets better. It's somewhat easier to design a grid-aligned blueprint when you start with chunk boundaries because you can just look at the chunk lines in grid view to guide you, but a 128x128 block doesn't actually tile any better than a 173x173 one (I'm sure some madman out there has managed an odd number of tiles somehow). Mid game you probably only need a 1-2-1 coal train in and 1-2-1 plastic out. While being less efficient than larger arrays, the main advantage of choosing a size of 3x3 chunks is that it is chunk-aligned and small enough to allow placing new blueprints completely from the map. The hardest parts were getting the signals to mirror correctly when the block is rotated 180 degrees and getting the roboports placed since each block has a dedicated logistics network inside plus service station. (Green Circuits anyone?) At some point, ALL your scheduled trains will show up at once. My last solar fields blueprint set was for 96x96, chunk aligned setup. Place the new radar, and it will fill in, matching perfectly with the last radar. But the landmines have a huge advantage - they confuse the biters and slow them down significantly. So a 32x24 absolute grid-aligned blueprint can be placed with the center at 0,0, 32,0, 0,-24, and so on. Much bigger city blocks can include train tracks directly in them. Okay NOW see how much space you'll want to assemble something. Also you do not need the best high performance throughput junctions in a city block map because if done properly the traffic does distribute itself over the grid. E. Community-run subreddit for the game Factorio made by Wube Software. Robot cell aligned: so you can cover everything with a minimal amount of roboports Chunk aligned is what I usually do: 4x4 chunks per cell Larger and you’re losing the benefit of city blocks, because one block will be so large you’ll either leave it half empty, or it will produce so much that you will never have to build another one. This is regardless of the radars exact location inside the Very large city blocks with a lot of trains can incur a noticeable performance drop since adding a lot of loops in a graph greatly increases pathfinding calculation costs. I could once again try smaller trains, specifically 1-2. They are not upgradable between them but they are tilable between each other as long as the touching edge are the same size. - Train queue stations? All my designs in the past included 3+ train queues for each station. This was, of course, heavily inspired by u/ChristianNilaus 's 'Welcome to Factorio' (youtube series) base and his general design style. The city block creation in K2 doesn't seem different than in vanilla to me. Biter pathfinding is chunk based, so if you want to exploit that fully, your wall blueprints need to be chunk-aligned. Roboports have 50 logistics range, so those work better on a 100x100 grid. A trio of these are able to keep me powered all through the night and the fuel consumption is quite reasonable because I finally learned how to manage fuel insertion! what i would do (have done) is to run the "offset" rail for a block or two, then shift it over with a significant jog, then run it at that location for a block or two, and then shift it back over but then when you shift it back over make it meet up with the original rails. Curious what others are doing. Best of luck, they are quite fun building and watching, and signaling is surprisingly easy. Depends on modpack and your wish to use it. 6x6 Chunk Size -- I found this to be the ideal size when placing signals Roboports: Logistics only for each city block - No construction bots (except for personal ones) -- This is optional haven't fully decided if I want them in city blocks. Take a blank, properly aligned grid cell and exactly fill it with landfill. based on a 3x3 chunk layout. Using a chunk aligned blueprint allows you to build many rails in many directions, and then add connections later as needed, and everything “just works”, so you don’t need to custom make rail intersections. Each intersection contained 4 radars (just for symmetry). And since I heard over and over that chunk aligned blueprints are a good thing (not sure why, but they look awesome) Actually the main reason for chunk aligned blueprints, being able to easily start for example a new rail line anywhere on the map without having to build it out from the existing train network but still staying aligned to it so that you can connect them later, just got if grid is rail center aligned make a new absolute grid aligned print of this 4-way and place a copy of it simplify the 4 way block to a 3-way block and make a new print simplify the 3 way block to a turn block and make a new print place the 4 way block again, simplify to a straight path and make a new print It fits in the chunk nicely. 18 and LTN 1. This grid is based off your 0,0 starting point. 029% area efficiency 0. ecuq plv fbjfwf xdiqph whzp uaaj kzbg wvr tgnepzbb dgsj zoug yze rqfq dwlfs ugtbr