Factorio city block reddit.
Factorio city block reddit the trains all get schedules that have them go to the nearest FUELING 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). Some blocks make it so that the block itself is a rail system that takes let say 1x1 block, while crafting area takes 3x3 block, where block is let say a chunk size. For example the Speed Module1 block, I have three train stations. I decided to try my hand at a city block design but got lazy and just used rail blueprints I already made, and now I feel obligated to try and build a ~1000 spm base with as many roundabouts as possible. I currently have a game with the same problem. You are better setting up a temporary starter base and switching to city blocks when you meet the following criteria. Successful city block designs require planning. How bigger the bus the more cumbersome it becomes, city blocks don't suffer from that as much. Factorio developers: "Not having a sale ever is part of our philosophy. My stations end up at the top and bottom ends of the block, inside the blocks. What's really conflicting is that I don't like the city block approach but it is hard to argue with how clean it looks. I really like the city blocks from Nilaus and also wanted to use trains. If there's something special about your version, I'd love to hear about that too. I could once again try smaller trains, specifically 1-2. . This makes it less modular. 1) You have enough space. Soooo roughly 92x92 buildable area which is more then enough for pretty much anything. How many engines, how many wagons. City block design is all about the intricate block design rather than the factory as a whole. The input train will have filtered cargo slots and a route to gather up the inputs required to supply a city block. If you're using city blocks then you're (almost certainly) using trains. If you're using it with city blocks, it might be easier to have alternating one-way lanes instead. But with drones or mods like Transport Drones (or even with vanilla belts), you can have very good looking and super simple city block setups. Blocks should be small enough that you can reasonably fill them up. 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 Each city block doesn’t have rails at the edge, but a concrete path. This is no bueno for a backbone hub (OTTD terminology), which is what the intersections in city blocks are. 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. So now I'm unhappy with my base aesthetics, but also don't want to redo it as city blocks because personal preference. Intersections are heart of city blocks. It's just trains that make it complex as they don't quite fit the simplicity and compact sizes. Each station takes up a whole side of the city block. If you combine bus&train/city block u can drag a bus forever. from there you just place the grid and factory parts. For this tutorial, I use 1-2 trains, fairly small city blocks with 3x3 chunk center, and roundabouts. Also depending on your design you have to consider your electrical grid and roboport coverage. I have one such city block grid, which has dedicated grid squares with train connections, for building a bespoke train network that fits the landscape. When making blue cards for example, I'll combine two city blocks together by removing the separating rails. The wide block makes sense, considering how much room is lost to support the 4 trains. I'm also playing vanilla since I don't want to learn LTN since 2. I started to work on a "Modular City Block" blueprint book. 100x100 is a bit small, but it's the great size if you want different blocks for train tracks and stations and factories. Don't criss-cross on your block design for whatever you're building in that block. This way you can rate your trains to be about 1-2 belt per wagon per min. Features. 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). then near that give a block a bunch of stations stacked together and named FUELING. But I don't think it's a common situation. When you're designing blocks, try to have resources (trains) come in from one side and exit from one side. Main bus is just a stepping stone. If you aim for modularity, don't put the stops with the frame of the city block. This works well for K2SE as there are many different resources, but (mostly) fairly low volume. I just spent a couple of weeks playing around in sandbox + editor mode designing my city blocks. My personal route to city-block megabase was as follows: Decide on desired size of the base (2. 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. Usually people have at least blue science and bots before they start their blocks. because the blocks are so small, my base has 1. You can also just go with the first two sciences. My problem is, in testing building a new block, I found that construction robots from the larger network were stopping to recharge in the neighbouring city block's network, and then entering the roboport, effectively joining the city block's network. But how you want to process your blocks is up to you. This arrangement allows up to 6 ingredients as a cell input with 1 output. 342 votes, 49 comments. Basically, I wanted all of my bots to function only within preset domains City block designs particularly carry the pressure that something should get a city block if you'd be willing to dedicate a train and station to it. You could, for example, have an entire column of blocks be 100 x 200, or 200 x 200. Not forgetting to signal the middle of your block. You'll need to plan ahead! 113 votes, 46 comments. e. Besides that, city block is an organizational concept, not a logistical one. I working toward a 1000spm mega base, and my base is basically city block style. - And the next 3 100x100 blocks the same thing in reverse order. Then I'll make the city blocks quite wide, perhaps 3:1 or 4:1 rectangles. I am confused as to how I should approach this. Open to any improvement suggestions :) Blueprint: depends on size and demand for the bot usage. So share/tell me about your favorite city block blueprint books. 0 will fix a lot of train issues anyway. 0 update since I've never really done it before and I want to experience it before the new content gets added. To me, city blocks are all about compartmentalizing sub-factories so that the rail network is the only way anything moves between blocks. 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. I don't yet have a proper city blocks base, so I'm sure I have made mistakes, but here's my thoughts. I. However throughout is based on intersection. I'm on my second vanilla playthrough with city block, and I created a system of blueprint thar work on three stages : First stage is the frame of the block Second stage are the edge stations. You have all the tools for bus base right of the start, city block requires E1. 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. Community-run subreddit for the game Factorio made by Wube Software. Hello folks! I really want to try and build some semblance of a city block base before the new 2. SPM blocks are common, and usually the source of the desire to grid, but other things like mining arrays, power blocks, "mall"/hub blocks, and factory supply arrays (e. But I decided to learn train city block approach on smaller blocks. I am playing more like a style where I can expand my smelting line easily if I need more. Well in SE I went for micro blocks, not city blocks. so, that your starter base does not interfere with your main. You have to look for adjacent block with 1 free i/o. Don't put all the smelters and circuits next to each other. I also went with a smaller block. Especially if you use city blocks. It is up to you how to do it. 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. City Block base design allows you to trade space for modularity and consistency. Just keeps everything organized. It consists of some "components" for my last city block base (defense segments, rail segments, power poles, roboports, solar) based on Nilaus 100x100 absolute grid aligned block video. The elevated rail can be used for an overpass so straight-bound trains don't have to stop for cross traffic. How feasible is doing oil processing within the city block concept? The intention is for each city block to have one input train and one output train per block. I think a city block build is great if you are going for the achievement of not using logistics network. By encapsulating factories in blocks you can more easily plan a big factory without having to worry about how each process functions outside its city block limit. I think I've got over 200 blocks on Nauvis and close to 100 in orbit. 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. As a consequence of this you cannot use logistics bots to run small factories as well, people commonly use bots for kovarex (though there are plenty of good non bot solutions) for instance but you cannot do that in a city block base. The stations can support up to a 2x4 train. And because my blocks are large, the first factory ends up taking up only a few city blocks of space. My blocks tend to be large. Nilaus really ruining Factorio for me. 1-2 trains work great at that size with simple station 4 blcoks towards the inside of your block. 5). I chose that for a several reasons: Artillery installs will auto fire up to ~8 chunks. Apr 19, 2018 · Hello everyone ! Some of you may already have seen it from the Reddit post made by Nilaus but I wanted to share my recently finished base here also. There's plenty of space in the block so you should be able to fit beac 2 - I didn't like that not every block would have the option of rail access, unless I devoted half of my blocks to railroads. Much bigger city blocks can include train tracks directly in them. I use 1-2 trains. So I crammed in two more science so that I can automate bots. Volume wise, a bus base can handle well over 200-400spm or at least 600-800+ sig data per min, so it has no trouble handling volume. 3 blue belts of steel) The delivery of ore can run on an independent rail line, without intersecting with other rail lines. And even when you do use 4 lanes, you have to be proactive about forcing trains to distribute themselves among the available lanes rather than piling up on the shortest path. The key here is that it's constrained by a city block. Traffic light timing is also a big element of diverging diamond design. 12. Once the process of building the blocks is all blueprinted and can just by copied, I end up rebuilding everything, inside the blocks. Either merge the blocks completely, or just belt items across the tracks (I did the latter). But in some cases, I'll use bigger blocks. City blocks are not an Upgrade for an existing base, they're a whole new one. Make things expandable instead of overbuilding it. These are 2 different approaches that you can choose from. Hey my fellow addicts, I was wondering how you guys manage ratios while making city block designs. With that configuration, each train has two paths through an intersection; straight or turn. Keep it in one city block (or maybe two adjacent ones, not connected by trains but underground pipes) as long as it fits. +1. would post the actual blueprint but its 2:30am and I cant figure it out City blocks are usually without the built-in train system encircling them. Mid game you probably only need a 1-2-1 coal train in and 1-2-1 plastic out. But a single city block is huge. This should leave plenty of room in the 3 input, 1 output case. 2x5 nuclear reactors with just slightly over the exact ratio of heat exchangers and turbines - each group is 9 HEs and 16 turbines for a total of 144:256, which is just over the cheat sheet's ideal 144:248 (aka 9:15. I'm curious what you all think. City blocks absolutely do not need 4 lanes, just by their very nature of being a grid design. Double trains set feeding the same belts. City Block uses rail to move items to and from itself. The train congestion will slow you down more than the extra distance if trains can maintain top speed. Main bus and city grid are kinda orthogonal solutions to the same problem. 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. Down south is the current progress of city blocks. City block is when you build a network of railways in a shape of big square blocks where you build your factory in the squares inside the railways. It is far from complete or perfect but it helped me greatly in expanding my last base. As to expect the same problem occured which you have. It wasn't running at full capacity usually, but the thing could eat 2 blue belts of brick. ( 2 in, or 1 out per cell side) I disagree. I decided to be pragmatic and not only use 1 city block but 4 for a production part. 100x100 is a good size for trains 1-4 with waiting zones for each Empty space in a city block isn't a sin but fill it with solar if you like. For example, if you have an iron smelting array at the start of your main bus, you can build a smelting block and have a train deliver plates to the start of the main bus, allowing you to dismantle the smelters in 254 votes, 36 comments. Since the maximum distance betw I had secured myself a good area of real-estate to transition from belt mid-term based to city block base. 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, 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. Make each block create as many resources as possible, so that you can fill a train fast. Or make a way in to the station. Spread out your high traffic city blocks. 373K subscribers in the factorio community. This reduces interference and provides a clean interface from mining area to smelting block. Feels like Legos lol. If you have many trains incoming, you don't want them waiting for too long. The string is super long so I put it on pastebin factorio prints. 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 80 votes, 21 comments. City Blocks completely changed how I play the game! Main Bus is way cleaner, and spreading everything into it's own space is fantastic. Bus is easier and will get you down to finish road faster than city block. Plus the more space each block has, the more space is wasted if you don't go full megabase scale of production. The neat lines make my brain go brrr. My last city block had a city block for concrete production. Quad lane is useless once you are familiar with city blocks. A complete oil setup for 45SPM isn't all that big. Most people were asking specifically for the rails, but this blueprint has the whole thing including the walls and solar panels. 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. 3 - I wanted the option of full roboport coverage of every block, but I didn't want the robots to automatically link blocks to each other. After you set up the start of the city Block base, the starterbase usually becomes obsolete. Hey, I have 650 hours in factorio and playing every now and then since the first steam release. The blocks help me compartmentalise sections of the factory so I don’t get overwhelmed by the sheer scale of things. Jan 5, 2025 · City blocks can be made to work but by their nature they are restrictive. Regarding the resource calculation, if you are not using mods like Factorio Planner, I'd go big. 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. Generally I don't recommend stackers. If you need a city block design, you know you need one and why. 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 100x100 City Block smelter design, designed early-game but should be able to support 4 blue-belts for late-game as well. 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. 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). Then I tried with bigger city blocks and that had some new constraints. For more complex mods (like SE, pan, kras) it becomes a bit of a problem; already enough to deal with However, I do use use chunk aligned rails that eventually form "geometric shapes" that are technically blocks. But you need to provide some way of having your main bus surrounding your blocks. 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). 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 Small blocks are a good thing, you can always make bigger blocks by removing the separation between small blocks, but it's really hard to divide a big block into smaller ones due to train lengths and train crossing sizes, and many recipes really don't need big blocks (looking at you lubricant and blue circuits). 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) Then all you need is a blueprint for your city blocks. In my bp you don't need to look for any adjacent block. If you're using trains to move everything then you don't need isolated bot networks and would need a global bot network for new construction (and probably train fueling. You'll need to decide how many stations you can fit inside the block. That's the final one. Curious what others are doing. 370K subscribers in the factorio community. And most likely define input and output sides. I layed out all the city blocks, my bots built them dutifully and secured all friggin borders. As others have said, it allows you to reuse designs, making it much faster to scale up production. You can also use non-rail city blocks early and mid game. Best of luck, they are quite fun building and watching, and signaling is surprisingly easy. The problem with city blocks are the fuel supply of the trains, you can’t put a train station to every single block that has trains. While Train-based city blocks are the most common, there are several distinct approaches to city blocks, and hybrids between city blocks and buses also exist. My main argument is that Factorio's map is square aligned and doesn't allow for arbitrary element rotations. The prevailing wisdom dictates that, "supposed to" isn't really a concept that matters in Factorio. 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. I plan on going to a city block where the inputs and outputs of a city block will be rail-based. EG, if you're making engine units for blue science, you can either have 3 separate trains and stations for iron gears, iron pipes, and steel plates, or you can just use 2 trains full of iron and Hello my lovely factorio(s)? I have just started a new save with a friend of mine, we have both completed vanilla countless times with mega bases/spaghetti speed runs but I have always done my oil processing close to my water source and bussed in oil. Either way works. I design a subfactory that is as tight as I can make it but the criteria is units of end product produced per minute so size of the sub factory varies by product type and I just connect the various subfoactories with rails. This allowed me to shuffle them around to avoid ore deposits. Regarding hexagons - I don't think they're really more efficient. City block from the start is a hard challenge, I agree. So my question is, I have seen many people following city block-based systems and they always have some complicated intersections to avoid deadlocks. The most annoying thing about my system was the limited space within each block, you should consider bigger blocks for larger production areas. So my idea is to use hexagons! The base revolves around the following principles: - Tile the base with hexagons (duh) looking for blueprints or suggestions for rail city blocks as I am trying to start a playthrough using modular rail city blocks. Optional Community-run subreddit for the game Factorio made by Wube Software. solar panel or module building arrays) should probably all not be forced to be the same size and sit on the same grid as science. Early Nauvis city block. 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. I made this nuclear setup for a 100x100 city block, keeping the roboports and big power poles in their proper spots. You have to consider how you will gather resources and how you will move products. Circuits scare the living shit out of me so a bit tentative to jump into 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. I usually play rail worlds, so going large is just part of the game. I have yet to try city blocks. You build them manually, so they are very differrent from usual endgame cityblocks. For example, you put oil processing + plastic in one fixed size block and leave it. 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. 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. And all rails surround 4 city blocks 89 votes, 23 comments. That will accumulate huge amounts of trains just for fuel and also be a waste of space. Every post must be about Factorio or of content you have made that is directly inspired by Factorio (such as fan For me the transition usually goes: Main bus - Main bus supplied by ore trains - Main bus supplied by smelter city blocks - City blocks producing tier 3 modules - City blocks producing everything else. You get interconnectivity between all these squares where your factory is distributed through this network of trains so you can more easily scale your factory up. I tried to plan a factory by using train city block blueprints by Nilaus. - Below that a 100x100 block with a factory. Diverging diamond is meant for cars, and it's meant for a city road intersecting with a freeway. 7k SPM, expensive recipes). 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. Get the Reddit app Scan this QR code to download the app now Community-run subreddit for the game Factorio made by Wube Software. 360K subscribers in the factorio community. City blocks are 3 chunks by 3 chunks so definitely smaller blocks, but since its my first train block base I decided to go a bit smaller. You use the Main Bus as the starting point to the City Block base. The output stations will all supply a single component. I usually only play up until first rocket launch and then abandon the game, as I don't feel mega bases rewarding, they don't give me the itch the game up until that point gives me. If I refine oil at a block, how would I go about filtering out trains for certain fluids through one final product exit station at the city block (my trains are 1-4)? my first thought is having trains with "dummy wagons" that will never be filled that act as spacers to fill individual fluid wagons. Just completed an IR3 run using 50x50 city blocks and 1-1 trains. My steel smelting array just fit (32 blue belts of iron ore) while all my other blocks fit very comfortably with space to spare. And you have very limited resources and power. 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. All content must be related to Factorio This is a subreddit for the game Factorio. For vanilla I would probably use larger trains and correspondingly bigger stations, and maybe more high-throughput junctions. 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. 6x the horizontal rail connections and 1. But, I'll never request something that is produced in the same city block - I'll just use belts or bots to get it there. If you stamp it down on an existing City Block with Roboports, you must either hold shift to place over existing items, or manually remove the existing Large Power Poles which serve the Roboports. For example, having 2 blocks dedicated to iron production and 1 block dedicated to circuits and so on. The block is 3x3 in-game chunks (96x96 tiles). I have a pretty solid understanding of general rail networks. g. So leaf 1 is the first row, leaf 2 the second etc. For SE city blocks in space, having space for eight stations has worked really well for me. One can chain this block for iron to get a steel production block (delivers 3. Dec 5, 2024 · I do not start city blocks until I have concrete and space to build such. Most people start with a 2*2 of roboports and build rails 2 blocks to the inside of the max logistic range and 2 blacks away from it. You'll find that 1:1 trains are quite sufficient. Then add roundabouts on the corners and signal everything up. I just finished a city block megabase and I used blocks the size of 2 radar areas. I'd up a few pics but imgur is taking a crap. The best 2 lane intersections are rated around 1:40 trains per min while quad is 60-80. 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. The concept is that a quad lane provides more throughput. Some time ago I even built a 90 spm factory with a main bus surrounded by the factories and the railways like Nilaus did in his great videos. That's my tip! The fun part is how your blocks are never done! I think I've redesigned my blocks 4 different times already and rebuilt the entire factory. Also in SE+K2 you are heavily incentivised to rebuild things with beacons and high level prod mods + better buildings. They mostly consist of electrical grids, and radar and roboport coverage. I hope this helps you to decide on your city block design. So let say 4x4 chunk city block would use 4 to 8 belts in or 4 to belts out 8. Each block is the size of 1 roboport logistics coverage! Obviously the blocks themselves do not have train stations inside the production areas, even 1-1 trains would not fit. 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. Green Circuit city block It's close to that. You'll want roboport coverage. I can't make a hard right from one train stop to the next on the same city block, but I can go from train stop to bypass, train stop to roundabout, and roundabout to train stop, bypass, or roundabout. I wanted to give a shot to city blocks and i have made blue I am currently re-starting my SE run and I am planning on working with a 100x100 (96x96) city block design. You can win the game in 250 hours using a ground and space factory the size of 9 city blocks each. And definitely, I almost exclusively used 1-1 trains in space. 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 keep that in mind. If you genuinely want to build city blocks, your concrete production will be insufficient. If you want to post about other things, there are subreddits for that. 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. As I am planning to try and design my own, i have been particularly wondering what other people use in terms or train size (aiming to work for both <ccc and <cccccccc< both signal and station wise), city block size, type of intersection, type of station and etc 4 i/o would have given small area but suppose if it needs 5 i/o then you take 1 from another block. " Rules. The main novelty here is the use of single-width rail for city blocks. 371K subscribers in the factorio community. City blocks also don't need roundabouts, and shouldn't have them. first make sure you have a good place to make fuel at. I prefer a less restrictive set up. Running city blocks/sectors also makes the game much easier, not harder. I feel the advantage of city blocks is lost in SE because in SE bootstrapping is king. You can align blocks without being chunk-aligned, though. Up to 2-9-2 Train size. With city blocks you kinda need a goal for SPM 38 votes, 20 comments. Making them on the main bus would also have a large footprint. So now I am building my own blueprints and moved away from city blocks. 372K subscribers in the factorio community. I started with the two top rows of city blocks, I can't believe I've seized that much land and built so many blocks! The city block creation in K2 doesn't seem different than in vanilla to me. Smelting and module production is a great way to hash out your city block design before you commit to making the rest of the base. Very nice, freaking city blocks man! I was literally incapable of getting to Rocket tech because I kept utilizing my space in a way that made expansion really difficult. I humbly… 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 You can build your city block base near your original base and piece by piece replace parts of the original base with city blocks. Plus its highly scalable since trains are awesome, something a bus design struggles with. Also made a BP with two stacked stations - sometimes 4 stations in a block aren't quite enough. In my current K2SE248K run, I'm doing a hexagon city block. decide on some basics. The way I designed it, a block makes one thing only. 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. But the blocks need to be pretty big, since a lot of py buildings are very large. One thing that city blocks really help you with is spacing things out. Nov 11, 2016 · "city blocks" with belts instead of bots can work. 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. City blocks is probably the simplest design there is. 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). City blocks 100x100 as well. You don't have to make them all the same, but you need to factor max Last mega base I did, I based it on a 15 chuck x 15 chunk "City Block". Deciding factor for me was a realization that bigger blocks have almost nothing significant to offer compared to what can be achieved by combination of several smaller blocks. City block designs really shine when you want to build really big, probably bigger than anyone w After going through a city blocks phase, I am not sure how much I like them being the same size in both direction. Also better recipes. This is designed to work with up to 1-4 trains, 2 lanes each direction, and dedicated blocks for rails similar to Nilaus train world. Inputs are south on the city block, output is north. Plop that into a calculator and see required throughputs. i usually start my blocks around an oil node so i can start with the fuel source. You have a single incoming power connection, which you connect to a breaker switch with an SR latch. One is a "Standard" city block setup made to be 100x100 with a small path between each block. I waited to do city blocks in space until finishing the tier-4 sciences. But after finding Nilaus on youtube I decided to give the city block play style a go. The way I understand it is that a city blocks type run requires every factory unit to fit in a small-ish, standard-sized area whereas factory towns do not need to be but each place where something is made only makes a single thing (except the oil refinery, obvs). I can also easily expand my module production, my mall and so on. If you can't fit everything into one block then unload in another I've been playing Factorio since 0. 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 Short answer: Main bus. So a 600x100 slice contains an east-west transit block at either end, then a stations-block moving inwards, and the centre 200x100 is all factory. 10/10 would watch again. ) I guess I'm asking what's the use case for having city blocks with local bot networks? 94 votes, 15 comments. This is the reason why I had to switch back to 3x3(100x100). This design produces 12 blue belts of green circuits, feeding a train station built for 1 locomotive and 3 wagons. Over the years, I've upgraded from sphagetti to main bus to main bus+sphagetti. The blueprint is not upgrade-in-place compatible with existing City Blocks. 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 im currently trying to make a nice clean copy paste template for city blocks. Once you get your city blocks going, you can start dismantling the base. Fits on a standard city block as made by Nilaus. 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. I should actually make a screenshot of the blank cells instead (i hope these cluttered screenshots make sense). I have a rectangle block with roboports in the bottom left and upper right corners. So you have a place that makes yellow belts. But the loading / unloading stations are each a block and sit adjacent to the production. With grid on, I am using 4 full grid blocks, so I think 400x400 for me. Also from a aesthetic preference I see more beauty in the organisation and order than the chaos. Roboport coverage and labels enabled, labels show what is being produced in each of the blocks. is there any situation where you'd need more then 4 trains (3 in 1 out), one train per resource, for a city block? My thoughts are that city blocks are ment to be modular, and you will have say more red card blocks than red science blocks. There are some input blocks at the top that take resource from outside. I'm on my second attempt at space exploration and i'm at the phase where i need to scale a lot, and i keep making the traditional bus design. U can make it so that the rail of that block is station itself. Being fed by the adjacent stations, and outputting it's product there too. Instead design in mind with up to 1-2 belt of items in/out per chunk of city block length. 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). Ideally, every city block only has one input no matter the amount of ingredients. 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. Straight-bound traffic has to wait for other straight-bound traffic. Last but not least, I'd treat the city block as it's own factory. Something that drives me absolutely bananas about some bases is when folks run belts or pipes across city block boundaries. 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. 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. Coverage doesn't have to be 100%. One of the main reasons why is because they are so easy to isolate from the power grid. Members Online • Lend me your Wisdom reddit - City Block Megabase 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. City block design is about designing specific sub factories building one specific output - aka plates go in, chips come out. 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. 6x the vertical rail connections of a the more common 100x100 blocks and each block has 1/10 to 1/4 the throughput of a 100x100 block. Train lengths. 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. cvysnl xkqhmzc vyre kyvj zmdrcff ytsgcdmqh gspzx oaprgjj jqeqsw hqx dhgbpf all fjtip cimmiju akpy