Factorio city block reddit map.
Factorio city block reddit map Four adjacent intersections make a single city block. Usually each block will have specific ins and outs for 1 part of a production chain and it just makes life easier in the late game having it setup for maximum efficiency. The rail system is formed by putting in either a straight track, turn, or 3 way junction that take 1 city block each (a 2x2 of roboports max logistic range). Both ship via trains to other blocks that make inserters or belts and the belt block also ships to the inserter block, etc etc. Dec 4, 2024 · With 1. City block design is about designing specific sub factories building one specific output - aka plates go in, chips come out. You have to look for adjacent block with 1 free i/o. And all rails surround 4 city blocks size of the grid and train length are vital, alo the intersections. It works well with smaller train sizes (I am a big fan of tiny trains, one locomotive and one or two cargo wagons). Literally everything. But bigger. the stackers where inside the block. I chose that for a several reasons: Artillery installs will auto fire up to ~8 chunks. Based on my expirience, I dont recommend to build rails on borders of city-blocks. Nov 11, 2016 · "city blocks" with belts instead of bots can work. For example, you put oil processing + plastic in one fixed size block and leave it. This is no bueno for a backbone hub (OTTD terminology), which is what the intersections in city blocks are. However, purple science also needs Lube, which I get from the space science block City block layout uses one train station per imported item, except one with coal and bricks (oil and water are piped-in) Per-machine modules are optimized first for throughput, and then for production and power Hi all, so I'm not new to factorio (have been playing first time like 4 years ago) but I never sent a rocket. You want your city block producing A to have a train limit of (number of that item A, divided by 4000). 0 will fix a lot of train issues anyway. 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. In my current K2SE248K run, I'm doing a hexagon city block. If there's something special about your version, I'd love to hear about that too. I have a pretty solid understanding of general rail networks. Sure, some things do require scaling up. 24 votes, 13 comments. Never more than a 3-way juction. Now it's "done"! I've put at least 260 hours into this map. It's also possible to measure with rails and subtract overlap, or measure by the size of the blueprint (with rails and overlap). 342 votes, 49 comments. 371K subscribers in the factorio community. The other good benefit of city block is rapid expansion of easily tileable rail track. Your electrical map should now look cleaner and more symmetrical and the big electrical poles should be facing the same ways - except the ones on the edges of the outermost city blocks. Say your city block has a requester chest on the right, a long inserter to the right and a provider chest on the left. Mature city block builds have distilled every component of the factory down into a city block. Nothing stops you from doing both together, but they're not useful to combine and arguably it's not even a city grid anymore, so no one is going to make a video about how to arrange a main bus in a grid, because it's just not a useful way to organize a main bus. There are no stations and there is no stopping on a transit block. i didnt really put chains too close to each other to allow for train routing that wouldnt cause them the have to go out and then loop back on themselves to get to the next location. As to expect the same problem occured which you have. 350K subscribers in the factorio community. +1 to this! I just started my own version of a modular cell-based megafactory (not a city block base, but similar in general concept), and designing/optimizing the individual cells is the most fun I've ever had in Factorio. Mid game you probably only need a 1-2-1 coal train in and 1-2-1 plastic out. Having those lanes makes it considerably better than a simple roundabout, but a city block design should strive to spread traffic out, and not providing u-turns / roundabouts is a good first step to spreading traffic out. You can also use non-rail city blocks early and mid game. I think some time now how to get a similar strategy with space age? The city block approach moves the bus (which has a limited throughput) to rail and then each block has some number of inputs and some number of outputs. 000% of everything else in this context. true. you can fit a dedicated lane, space for a train before each crossing, 4 way intersection within a "standard" city block the size used in the game at the top of the thread. I spent almost 2 hours trying to find a good layout that would be repeatable, but I kept drawing a blank. One thing that city blocks really help you with is spacing things out. If you need more green circuits plunk down another green circuit block. 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). If I planned to go to city blocks at the beginning of the playthrough - I’d go there right away. That way, when your block get 4000 items A, a train will come, take them, and go away. Counterpoint: City block creates encapsulation and abstraction that a main bus can't match. I really like the city blocks from Nilaus and also wanted to use trains. Probably 100x100. As a constraint to myself, I wanted the blocks to be chunk aligned and as aesthetically pleasing to myself as I do hand feeding up until furnace stacks, then start to make a mall, a main bus. Most City Block players seem to choose square groups of chunks but could be rectangular and there’s no reason to limit it to chunks; that’s just an easy size given the game’s grid view. Considering I have over 500 hours in factorio I am sad to admit it, but I have basically given up on making my own setups. When it comes to block designs, the most important question is how big your trains are going to be. So I'm using LTN, but it would work with manual programming also, but i make all the cargo parts on my main bus, and train them here, along with liquid rocket fuel, each cargo rocket has a requester for one capsule and 10 packaged cargo sections, filter inserters make sure theres never more than 100 sections and one capsule, any extra is removed, and the cargo rocket isnt loaded with actual I don't go city block at all when megabasing. Although you should set the train limit instead of enabling / disabling stations. 444 votes, 31 comments. I've seen people do it each block contains a single building making that 1 science. What happens in between is irrelevant to the larger logistics system - only that this particular part of the factory needs iron and copper plates as an input, City-block design ~50 UPS All vanilla, default settings I posted this base several months ago but I hadn't achieved consistent science production then. The limited rotations of rails and buildings can drive you towards a city block grid, but it's despite being the current meta it's definitely not the only way in use - I've seen several counterexamples. Once the Mainbus Area starts outputting enough assemblers, inserters, rails, modules, and all the various parts needed to set up your City Block you move to City Block. For this tutorial, I use 1-2 trains, fairly small city blocks with 3x3 chunk center, and roundabouts. My stations end up at the top and bottom ends of the block, inside the blocks. These blocks usually contain a square of 2way rail around it. Not using this option would make very little sense if you're using city blocks. I really like the different ways you’ve set up train stations and routing inside the city blocks. I chose my block size so that a radar on each corner covered the entire block - that way I can zoom in on the map and see what is going on from anywhere, and apply blueprints remotely. Make each block create as many resources as possible, so that you can fill a train fast. Long answer: a main bus will get you to a rocket (or even several rockets an hour) with minimal overhead and is pretty much always a good place to start off. 346 votes, 19 comments. With so many items, logistically, I needed a city block base (well multiple of them, since there's large ones on Nauvis and Nauvis orbit, and smaller ones on other planets). 372K subscribers in the factorio community. 0 update since I've never really done it before and I want to experience it before the new content gets added. I am confused as to how I should approach this. If it doesnt, put a chain. Make sure to actually design your train system before you take those numbers for granted though :) In my previous non-city block 2k SPM megabase I used 11-16-0 trains for ore, 5-8-0 for plates, coal and oil, 3-4-0 for everything else. As the base becomes big enough, you approach 1 intersection per city block. Open to any improvement suggestions :) Blueprint: Pick station type. Over the years, I've upgraded from sphagetti to main bus to main bus+sphagetti. Of which I'm using 4GW currently. Jan 5, 2025 · City block gives you clear space indications but it was created more for the visual aspect than for its usefulness to the player. Shape doesnt have to be square, could be a Z shape or literally anything you want. I think I've got over 200 blocks on Nauvis and close to 100 in orbit. think about the logistics: What do you want to produce in a city block? how many inputs? how many outputs? (just thinking about a factory for satelilites, or for yellow science) Last time I used a rail grid I had a 2 rail system and 3-8 trains. But you need to provide some way of having your main bus surrounding your blocks. I plan to go megabase after teching enough to do that. With city blocks you kinda need a goal for SPM +1. This block was organized in small "villages" by 10 of that blueprint instances. So now I am building my own blueprints and moved away from city blocks. A dedicated block just making space platform is very nice to have - 50k platform is more than enough for a new large orbital solar farm, or to jumpstart a new orbital base. My main argument is that Factorio's map is square aligned and doesn't allow for arbitrary element rotations. This was, of course, heavily inspired by u/ChristianNilaus's 'Welcome to Factorio' (youtube series) base and his general design style. I am playing more like a style where I can expand my smelting line easily if I need more. My new 4-Lane City-Block Design with full Roboport coverage, hope you like it :) It's designed to use LogisticTrainNetwork for easy Block to Block Navigation and Resource distribution. Adding two more directly adjacent will create another block. So leaf 1 is the first row, leaf 2 the second etc. Or stacker type with stations. You have to consider how you will gather resources and how you will move products. After you set up the start of the city Block base, the starterbase usually becomes obsolete. I'm considering either no-left-turn RHD grid or offset-square (the one where city blocks are offset half their size across one axis, which makes T-only intersections). The output stations will all supply a single component. But after finding Nilaus on youtube I decided to give the city block play style a go. I just found a fancy blueprint online and decided on 1-4 trains. Train asssist main bus can do basically same thing as city block for production, but it gets very long if u go beyond like let say 2700spm or larger scale. Instead of basing it off of train size, I made segments based off of radar coverage (removing overlap to save energy and just helping me ground my designs), so my blueprints are split into roundabouts and straight segments instead of a Here is my city block building one. The trick is simpler is better my city block doent have that loopty loop circles in the corners all train can turn only to right thats it and if it needs a left turn it will use a 2x2 city block as a loop and it will make 3 right turns wich makes it a left turn. I also went with a smaller block. Community-run subreddit for the game Factorio made by Wube Software. Either one that has train limit of 1, 2 or 3. I made it with city block in mind from the start. 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. If you have many trains incoming, you don't want them waiting for too long. No monsters, lots of mods (including most of the Bob's mods), and sandbox/casual mode (i. A 100x100 City Block design by Nilaus. Most of the time I’m going to city blocks only if I can’t keep production chains clean by any other way. City blocks are not an Upgrade for an existing base, they're a whole new one. 360K subscribers in the factorio community. Successful city block designs require planning. Each city blocks bots will move things east in a big chain. Main bus is just a stepping stone. 72 votes, 32 comments. 4-ways or more only cause congestion. I disagree. It's a nice fit with the roboports and you have a nice 8 grid squares space between the blocks to run your car through. sure I created a starter base that would make the essential like yellow belt, assemblers, inserters and rail. Posted by u/kickbackman1277 - 6 votes and 16 comments I am currently working on my first city-block based map; separate outposts for every item, and trains running from "Coal Pick Up" to "Coal Drop Off". The concept of the base is to have City Blocks produce single products and to communicate with each other through Logistic Train Network (LTN). For example, having 2 blocks dedicated to iron production and 1 block dedicated to circuits and so on. If you The main novelty here is the use of single-width rail for city blocks. The ratio for the modules/items are not really all calculated, i just went with how much i needed or as many as i can produce in a city block. By dedicating a block to circuits for example, you will have plenty of room to expand circuit production when needed without running into any other builds. It was the first map I launched a rocket on and so I've spent basically my entire Factorio career playing this one save. So, I guess it depends on what you're wanting to measure. This block makes gears. Last mega base I did, I based it on a 15 chuck x 15 chunk "City Block". Community-run subreddit for the game Factorio made by Wube Software. If you reach 8000, a second train can come etc Make things expandable instead of overbuilding it. In general, each block serves exactly one purpose: produce a singular output from one or more input products. So, for example, for IR2 I went to city blocks right after researching Iron Age. The driving philosophy of city block bases is MODULARITY. So my idea is to use hexagons! The base revolves around the following principles: - Tile the base with hexagons (duh) 4 i/o would have given small area but suppose if it needs 5 i/o then you take 1 from another block. Does anyone have any tips for moving to city styled factories? I've been playing Factorio since 0. City block blueprints are almost always set to Snap to Grid: Absolute. 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. I. Ultimately they end up containing huge offload areas and dump onto a main bus. . I'm currently in the middle (300 hours and still barely in space) of a SEK2 run and I'm transitioning my base to a city block design because the bus I had was too messy. Most city block designs around here are using huge blocks. 2-8 trains are pretty big for a city block base, but they should fit in a 5x5. 13 votes, 16 comments. I've played city block runs in railworld maps, primarily. 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. Usually, you use the starterbase which carries you to about the midgame and is generally used to fire the first rocket, to prouce enough materials to build your City Block design. Nilaus's city block blueprints are centered on a 100x100 grid such that the grid boundaries are 3 tiles beyond the edges of the power poles on each side (making 6 tiles between the power poles that delineate each city block when tiled). cause i figure that'll lead towards actually getting something done for once if im not dealing with belt hell like moving coal from moscow to china by horse. 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. So if you make a block that is smaller than the train itself it will block the previous block. Either merge the blocks completely, or just belt items across the tracks (I did the latter). What blueprint(s) do folks use? Yeah I had a blueprint of the block with all stations and a separate blueprint with none. Some players 254 votes, 36 comments. The train size my original base uses is irrelevant to the block train size. I'm using LTN and I made a depot block that I thought was cool and just wanted to share with you all. 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 work for a 4-Lane system. I have recently completed my rather long running streaming series on YouTube for my Factorio Sea Block base and a lot of people have requested a base review and tour. And with any city block, you'll find that it's hard to make good use the space near your tracks, especially the corners. And definitely, I almost exclusively used 1-1 trains in space. Typically, imports and exports are done by rail. Definitely use circuits on the stations. Diverging diamond is meant for cars, and it's meant for a city road intersecting with a freeway. well, when i set up this map. Now I've got an entire megabase on a slightly-not-square oversized city block. So let say 4x4 chunk city block would use 4 to 8 belts in or 4 to belts out 8. Moreso, modules get VERY powerful in SE and much of your production scaling can come from upgrading modules/beacons. Because chunks have a direct 1:1 relevance with literally 100. 40 hours in and I only just got bots and its slowly building all the ghost image stuff like all the robo Besides that, city block is an organizational concept, not a logistical one. I loaded up Nilaus' City Block Guide videos and started following along, figuring that the basic concepts would work out, only to discover that the connection distance for large power poles is different in K2. i cant find any good tutorial about city block so i create my own block blueprint. I named everything [block type] [# of block] [commodity] [p/u|drop] [a/b/c. In my bp you don't need to look for any adjacent block. Hi all, just wondering if any one has a good blue print book for city block templates, that includes prints for rails & rail intersections, and outer wall defenses? Related Topics Factorio Action game Gaming Community-run subreddit for the game Factorio made by Wube Software. I'll tell you what I've learned. Thats what the sub/village train system could keep up. Its good for a city block type design, basically makes the whole train system like a scale model set, placed down in predefined pieces. I recommend to build separate city-block that contains rails "highway" in the middle of itself. You can tile these from left to right and they'll work to replenish new tiles. I kid you not they were so massive that i couldnt even copy the blueprint string of the book here so i uploaded them to factorio paste bin and attached the links. You just don’t need a block for every resource the way that a city block design would typically work in a post-endgame vanilla game. a total coverage grid will provide easy coverage to any situation, but the pathing of the bots can add up when they gotta keep making stops to charge. The only thing city block really provide is rapid expansion, or some form of grid so you can lay down your factory. Depends on modpack and your wish to use it. Having a standardized size for the blocks and how it looks from the map is basically why it's called a "city block". as for science, I did red green and military with a very very slow Blue science. City Block uses rail to move items to and from itself. This is my first foray into a truly dedicated city block and I wanted to make it scalable and/or flexible to facilitate anything from a 1-1 to a 1-4 train. It is a derivation from the concept of splitting the factory, that has quite a few different versions even if most are based around trains. It's my second overall Factorio run and a first try of IR3. Designing a junction for city block 30 hours into my SE run, and wanted to get a cityblock base going for my navius base. In general, the concept of "make one thing in one city block" inflates the footprint a lot, because you need unloading stations - one for each material, loading station - for the final product, and since you are using standard city block size, the actual factory itself may or may not be sized well enough for it. lots of cheating, including water pumps anywhere) (Reading bottom left as x,y 1,1 sorry software developers!) Block 4,3 is my nuclear power block, outputting 13GW. How big are the blocks themselves? 4x4 or so? My personal route to city-block megabase was as follows: Decide on desired size of the base (2. So considering you have a locomotive and 4 wagons whenever you put a block signal guarantee that fits at least a train with a length of 5. Next you gotta figure out your city block design. Here it is modeled in cities skylines since that's the best way I know to emulate factorio rails with ramps: Welp, you basically said it, option 1 is a more modular, compact, design, however it does eventually run into problems, you can't really have big trains, and often in mega bases is much more efficient to have big trains than a bunch of smaller ones, it's also more prone to deadlocks and traffic jams if you position the blocks unefficiently, for example if a train has to go around the whole Yeah, I was with you on that. For those who make only one thing per block. At the moment I can't supply even half as much input as this block would need, why did I double it? Basically exactly what the title says, I keep hearing people talk about city blocks and how nice they are but I haven't found any guides to figure out what needs to go into a city block or how big they should be, how to get resources to them, how to get resources out (like do I use trains, logi bots, or belts like a main bus) and at what point in a playthrough I should start using city blocks. The point of city blocks is production modularity - you have a block that, for example, takes 130 Iron/sec and 160 Copper/sec in and puts 180 Circuits/sec out (that's my 180 Green block). Most science blocks only require the above inputs. but I needed a solar setup for my city blocks, and I wanted it to support robots and just be a drop in right over a robot ready city block. I usually do a jumpstart base within a single city block space. I'm interested in making the switch to city block layouts. For example Electronic Circuit (city block row 2) +-Copper Wire (city block row 1) +-Copper Plate (city block row 0) +-Copper Ore (mined at patch) +-Coal (mined at patch) I'm running through your base on a fresh map, starting directly with your Jumpstart and upwards and I'm feeling a particular absence: Bot bits (the bots and roboports) and train bits (trains, wagons, signals, and rails) are not included, and it hurts. That will determine everything else. That blueprint was 2x3 Cityblocks big. This works well for K2SE as there are many different resources, but (mostly) fairly low volume. is there any tips and trick about city block? my train configuration maybe not really satisfied cause the item not flowing like main bus so i need to manage the train to transport item frequently. Just keeps everything organized. I measure block size as the working area not including rails. The reason being that if a train is headed to a station that is disabled en route, it will reroute to the next train on it’s stop list, and if it can’t go to that stop right now, it’ll stop moving in the middle of your rail network. - A 100x100 transit block with east-west rail centered. A lot of people will explain the "how" of building city block bases, but it's also important to understand the "why". But whenever I had seen people speak of City Block designs, then yes, the idea was that the block itself was a self-contained unit that could be stamped anywhere in the gri I've designed a blueprint book that can be used as a framework to build a large block-based factory. This is my railway network city block base. Feb 12, 2025 · Im currently trying to design my first "real" city block. Often city blocks are larger than this area, since they're designed to overlap in all directions. Even as far as launching rocket per 'block', like let say 200 spm per block. Indeed, my original base basically doesn't traffic with the block base. You set the width/height there. So if you need more power plunk down another solar or nuclear power block. Each block is very reasonable - you can reason about what it does, what it needs and what it produces. So share/tell me about your favorite city block blueprint books. Features 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 I currently have a game with the same problem. Radar-visibility-coverage is determined on a per-chunk basis. Thus, all the assembler blocks will be copy-paste of this exact blueprint, with simply the train stops renamed for different materials and the recipe set accordingly. Depending on the size of the City Block you choose, you will have several (think 12+) so you need to think about how you place each block. Later, as you city block and megabase, you'll reach a point where you can just nuke that single city block and never look back. 359K subscribers in the factorio community. What you might end up with is a rail-block with unloading stations, feeding into a production block, feeding into a rail-block with loading stations. im currently trying to make a nice clean copy paste template for city blocks. Also depending on your design you have to consider your electrical grid and roboport coverage. For the second block I started with a small design, but the block seemed very empty so I decided to double it, then I noticed I also need to add some more recipes into the block and now it's almost as much spaghetti as the first. While I think I can handle the math of calculating throughput of each block on their own, I'm not as confident with how the trains work and the best practices of connecting blocks together. I can also easily expand my module production, my mall and so on. When using small city blocks, you'll have to deal with this phenomenon in every factory you build. ] But I started encountering problems when pasting down a blueprint with the stations already named that would get deliveries scheduled before I could straighten out the station names, or worse before the train tracks were all in so the deliveries went to a different block. City blocks should use the Blueprint grid feature to align blocks perfectly. I decided to make city blocks so they can hold much more I currently need to produce. Up to 2-9-2 Train size. Those would need larger city-blocks in smelting section - ~120 tiles and ~200 tiles respectively. but thats the beauty of a grid system Desinging a train city block for k2 Modded Question EDIT: design changed and now use celtic knot intersections (where i also found out i dont know how to use signals properly) did some major changes on signals on the straights and now every station will look like this Which will always happen for u-turns and might sometimes happen when there are trains stopped in the intended left/right lanes. I'm playing with biters so it would mean clearing out huge areas before I could do something meaningful. I've been learning city block in a crash course by playing modded (Bob's/Angel) and settled on a design that I feel works well. The subreddit for all things related to Modded Minecraft for Minecraft Java Edition --- This subreddit was originally created for discussion around the FTB launcher and its modpacks but has since grown to encompass all aspects of modding the Java edition of Minecraft. Frameload and physics-tick-updates, when map relevant at all, are relevant to map chunks. Short answer: Main bus. From what I've seen, there are 2 main versions of the rail-based city block design: Either a single block is small, only large enough to contain a section of track, single intersection or other small section, and productive areas are between where you place these blocks. It's also same as main bus in every way. Traffic light timing is also a big element of diverging diamond design. Ive already got and implemented some feedback from reddit and now decided to ask most dedicated and involved part of the community - you! I have a few screenshots attached to the post - overall view of a block, closeup of intersection and closeup of trainstation+enter+exit part of a block. 7k SPM, expensive recipes). City block designs really shine when you want to build really big, probably bigger th Just completed an IR3 run using 50x50 city blocks and 1-1 trains. is there any situation where you'd need more then 4 trains (3 in 1 out), one train per resource, for a city block? I am attempting to make a standard city-block style base, and would like every block to be as uniform as possible. 1 i had optimized city blocks that just got ores and coal by train that produced 50 SPM. Circuits for example you end up needing a ton of. for stations I use long trains (3-8) so the stations take 1 city block for a stacker and 1 city block for a train station (you can put all the relevant stations here probably for an outpost of any kind). It is much easier to maintain theese highways, add additional lines, build exits for train stops, rebuild highway intersections. Note: May be good to know that what I nearly always do with city block is build it in the same manner as a dependency tree. This has worked well in Krastorio 2 so far for me. Plop that into a calculator and see required throughputs. So my question is, I have seen many people following city block-based systems and they always have some complicated intersections to avoid deadlocks. I decided to try for the first time a city-block, I didn't put to much thinking about it. The idea behind the city block methodology is to simplify expansion. Non-rectangular city blocks are more restrictive in terms of design elements within the block - leading to either significant wasted space if designing the block for a larger build and using that larger size as your standardized block, or forcing inefficiency as you might need more blocks for a given product than is optimal due to the larger design not fitting within the smaller block size. There are a lot of sciences and doing city block would slow you down because you really don't want a block per science. You use the Main Bus as the starting point to the City Block base. And i made a block for everything. - Below that a 100x100 block with only rail stations, connected to an adjacent T-junction. Last but not least, I'd treat the city block as it's own factory. First image shows my first intersection, i will call it the forbidden roundabout for uhhh obvious reason, it is plain ass One thing that occurred to me is the possibility of making city blocks with rails that never cross each other, and only have Y-splits. Main bus and city grid are kinda orthogonal solutions to the same problem. The intention is for each city block to have one input train and one output train per block. Pps: heres the blueprints for all the up to now completed builds regarding the hex city block design. I am currently re-starting my SE run and I am planning on working with a 100x100 (96x96) city block design. so if you really wanna prioritize things a local network at the wall to provide repairs and ammo and local grids only where needed will cut severely on the cost. This makes it less modular. After jumpstart base is gone, I use the city block where it was to plan designs for megabase cityblocks. And most likely define input and output sides. After yellow science meaning logistics network and powe Armor mk2, start saving for a city block. For example, lets say your train want to take item A, and can transport 4000 of it. There's plenty of space in the block so you should be able to fit beac Here is the thing, i already have a map with a huge city block with trains. I decided to be pragmatic and not only use 1 city block but 4 for a production part. It's unique! The inner square is 50x50, just right for the roboport on normal mode (on a different channel using the logistic network channel mod). 12. 364K subscribers in the factorio community. I plan on going to a city block where the inputs and outputs of a city block will be rail-based. Apr 19, 2018 · Clever and beautiful constructions, bigger than two chunks - Defense: killing biters as an art - Castles, Throne Rooms, Decorations (comfortable living in the Factorio World) The type of intersection will also influence block size because if you have small intersections that will not let train turn around inside the intersection then your trains will have to go around a full block before they turn around but your city blocks will be smaller. e. I have seen other non-rotational alignments and more complex geometries (there is a grid out there in a map I saw once with a set of 8 rectangle sizes and various transition prints between them so you could place the 2x3 block next to the 5x3 block but couldn't place the 2x3 block next to the 5x5 because that was illegal on the map and none of the blocks could be rotated ever so there were 4 i play island map and after vanish bitters from main land, i started to try city block to playing more with train. Mobile disclaimer blah… Hello fellow engineers! I have been playing factorio for just over 700 hundred hours and I’ve never tried to build a city block base before so I thought it would be fun to try! Also, I barely have experience with trains so far but I think I understand how rail signals work. And they only ever turn right. When you build the blueprints (with bots), the electrical poles might not be oriented correctly, but this should fix itself once you load the save. I was inspired by Nilaus's "City Block" design for building a megabase with modularized components, but I always thought that squares look so ugly. So far so good. Hello folks! I really want to try and build some semblance of a city block base before the new 2. Beat the game and make white science in city block megabase. A block signal only tells if the block is cleared or not. I also run 1x3 trains. The input train will have filtered cargo slots and a route to gather up the inputs required to supply a city block. In my first attempt to make a city block base I ran into this issue too and the suggestion that worked well for me was using one block for the mall itself and a neighboring block for unloading all the things it needs. I think I've found an intersection design that works, but still keeps the most basic city block design. What I did is create an intersection. The system that worked well for me in vanilla up to about 200spm (although it’s starting to get hard to manage with the space exploration mod) is to have all your stations named the same, “iron plate load”, “iron plate unload”, “green chip load” “green chip unload” etc. For vanilla I would probably use larger trains and correspondingly bigger stations, and maybe more high-throughput junctions. If you need a city block design, you know you need one and why. The input/output of a block comes from the a costume station design that the blocks should be build around to fit. But good x-junctions use a lot of space, which can get awkward especially with a city block layout. Just make sure the distance between intersections are large enough to accommodate a whole number of trains. Currently making small amounts of blue science and managed to unlock mineral sorting 3, so newt in line is to get gold, and all blue science production to going. I have yet to try city blocks. Regarding hexagons - I don't think they're really more efficient. I made a model for glass. ( 2 in, or 1 out per cell side) I've tried connecting all three stops on the right side of the block using circuits and sending a signal to only enable the topmost stop when 0 trains are read as stopped, the middle when 1 train is read as stopped, and the bottom stop when 2 trains are read as stopped, but trains refuse to run PAST a station marked as disabled in order to continue on to the topmost station. This screenshot shows each block is 4 larges poles by 4 large poles in size. Get the Reddit app city block with Z4 symmetry, up to 8 train stops (5 working Then I tried with bigger city blocks and that had some new constraints. Loading or unloading stations. I'm curious what you all think. Generally I don't recommend stackers. 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. I'd grab a rail block, remove all the solar crap, and see if you can fit a suitable stacker and a couple of stations in. This is based on a similar design i cam across but i have expanded upon it quite a bit, the biggest thing i needed was more assemblers and a nice Block-Based blueprint. A partially corrupted save will destroy player-progress in integers of map chunks. I’ll be taking some inspiration from this. The stations can support up to a 2x4 train. You can throw that block down anywhere - geography be damned - and count on your rails to bring the inputs if you have sufficient supply, and thus provide the expected outputs. I waited to do city blocks in space until finishing the tier-4 sciences. This lets me have a global logistics network for supplying myself and construction, while also being able to use bots in a single block without requesting stuff from across the map. Also having roboports inside your "working space" can get annoying to build around. The prevailing wisdom dictates that, "supposed to" isn't really a concept that matters in Factorio. Apr 6, 2024 · With city blocks you have to delete the shape of the terrain, and can't play on as cool of a map design, and everything is limited to what you could shove in, usually leaving a mostly empty square, and hard to work around station limits. How big will it be, and will it be square or rectangular. QCed and set to snap to grid within chunk boundaries. This arrangement allows up to 6 ingredients as a cell input with 1 output. I have included the mall, a blank version so yall can populate the recipies yourself to fit your needs if you want, and my Cybersyn station block i use to provide the needed resources. . With maybe a T-junction. I'm also playing vanilla since I don't want to learn LTN since 2. Regarding the resource calculation, if you are not using mods like Factorio Planner, I'd go big. depends on size and demand for the bot usage. Instead design in mind with up to 1-2 belt of items in/out per chunk of city block length. i have chosen to select where each chain "step" is done kinda randomly to spread things out. Straight-bound traffic has to wait for other straight-bound traffic. this block makes green circuits. They're two separate bases doing their own things. I have rail blueprints on a 28 block (4 wagon) grid, and then have trains transport items from place to place. I'm tired of the main bus and have never done a true rail city block. Or you could go chaotic like me, I've got 120 x 118 because I was just laying out a city block that felt nice and not paying attention to the dimensions. This is my design for small city blocks in Industrial Revolution 3. (only tore down the rails up once!) I have basic circuits controlling the rail stations: turn on the output station when there is enough; turn off the input station when the buffer chests are full. zvcn zrmfga tbyo anvo mwrkd sriv xkyiqs dzt bdxblvx smx ogs wgir iifegu lrrb dsa