Either you are not interested in blueprints and then you are welcome to ignore it. In later game it's mainly some ingredients for purple blue or violet science and blue circuits. ;) See my reply to other answer why i'm looking for such. Giving players a good starting point to learn from is always a good thing. With the only necessity of feeding the proper ores/plates into the blueprint. by voddan » Wed May 02, 2018 3:39 pm, Post by Koub » Sat May 05, 2018 8:21 am, Users browsing this forum: No registered users, Powered by phpBB® Forum Software © phpBB Limited.
For me, understanding things I didn't understand before is sheer pleasure. For someone who has used the blueprints from the start, each step was a small additional thing to learn, so it was OK. by voddan » Sun Apr 29, 2018 8:10 pm, Post I slowly built up my blueprints from https://factorioprints.com/ and have changed them over time as I experiment and find what works best for me. You do not have the required permissions to view the files attached to this post. I would like to ask how you learned to use blueprints?
by Aeternus » Thu May 03, 2018 3:24 pm, Post The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. or flying to Tokyo? Once I have my modular mall up I normally destroy it or leave it for destruction by bots once I get those (I use one blueprint for creating bots too). The dots indicate which state the assembler is in [green,yellow,red] to help identify bottlenecks in your production more easily.
by Rseding91 » Tue May 01, 2018 6:36 am, Post Actually the blueprint system grew organically from first limited abilities, and step by step, became the "thing" it is now. Instead I use individual blueprints - one each per circuit, one each per science (except red / green which I combine), etc. The direction of a bus, being horizontal or vertical depends on personal preference and how one likes to work on the production that splits off it, which can almost always be expanded for greater use later on. If there's nothing to learn, and a silver spoon is thrust into your mouth, there would be substantially less game. Belts . Incidentally this is basically what a game campaign is for. And spaghetti fits perfectly fine for me. If you want you can type ~ \cheat and go into cheat mode and build some blueprints to use in your normal game. "Jump Start Base" is a simple compact blueprint to place as soon as you have Automation researched. After that I set up a main bus (4 each for copper / iron, 2 for green circuits, and 1 each for red / blue circuits, plastics (which ends up not being enough every time), steel, etc. Because if you do it by yourself you learn much more then just add a blueprint to your library and place it down. If you want to get ahold of me I'm almost always on Discord. I mostly want to showcase my base but I am very talkative and did no resist the desire to tell my story. I am not too familiar with the tutorials, but I believe one of the rail ones already teach players the value of planning things out with ghosts. by bobucles » Tue May 01, 2018 10:43 am, Post
Post by Iorek » Fri Sep 16, 2016 2:15 pm. I created my own boot-strap base which evolved over 100s of hours playing, and many of the pro's here would call it inefficient and over-all crap, but it's mine and I'm proud of it so I'm keeping it. Gears. There you have it. Here is the Blueprint: https://factorioprints.com/view/-KuGj0uUTKl8VpIau-_l, Since I mainly play with Nanobots I have another version including Nanobot creation: https://factorioprints.com/view/-KuENAu8sp-3tQHrmlO_. I think if the devs did decide to give new player blueprints, they should probably do it by making it part of the tutorial campaign. The reason is that terrain will change up where you place items so having everything individually gives me a lot more flexibility in placement. ;), New comments cannot be posted and votes cannot be cast. by QGamer » Sat May 05, 2018 1:12 am, Post
I will try to build kinda bus but i'm not used. ↳ Mechanical Throughput Magic (circuit-free), ↳ Frequently Suggested / Link Collections, Add some simple starting blueprints for beginers, Re: Add some simple starting blueprints for beginers. 1 year ago. Players should play the game for themselves first instead of just copying others. https://factorioprints.com/view/-KuGj0uUTKl8VpIau-_l, https://factorioprints.com/view/-KuENAu8sp-3tQHrmlO, https://www.reddit.com/r/factorio/comments/69rep7/base_in_a_box/, https://www.youtube.com/watch?v=FImPitfA0ag. This is just a jump start setup, after you set it up you immediately start focusing on a bigger base while green/red research happens. It can easily be expanded, but remember this is not intended as the base, but simply materials to build the base which is the reason I have excluded Miners, Assemblers, Undergrounds and Splitters. I too have a similar issue, I keep trying to play but I'm constantly distracted by opportunities to be rude on reddit. Mainly i was looking for such bp to learn about how bases can be improved and i like the compact designs compared to my chaotic spaghetti tries. It shows you which machines are having problems producing items. for about 20 total belts. Experience. Press question mark to learn the rest of the keyboard shortcuts. Re: Blueprints for bobs. There's literally entire websites filled with hundreds and hundreds of downloadable blueprints. Whats the point of getting a job if I can just rob banks? Why are we even talking about removing that pleasure? Then in a week you post something new and interesting that everyone loves. We're not likely to ever do this. Usually the biggest time sink when first building the main base. From Official Factorio Wiki. It also includes red / green science production at a very minimal level to get me over the hump. If it ruins the game for you, don't use it. Take the factorio calculator to make the right patterns. Don’t cheat yourself of the experience!! New comments cannot be posted and votes cannot be cast. See the daily™ struggles with my Factory! I love that I don't have to reinvent the wheel when it comes to belt balancers etc. I would suggest to do this on your own.
Make a successive series of blueprints which essentially grow my base from tier to tier.
That's the bottleneck mod. This little base will take care of the basics for you while you focus on building the real base: You can start by creating the Iron and Copper lines; then expand with Red Science; then Belts and Inserters and finally Green Science. Hope that's will help you alot. Backstory. In that case, for you, the point would be NOT just copying someone else's designs. Press J to jump to the feed. Top. you betcha you can build you own or can swim your way there but you don't right? Here's one that's a bit more comprehensive: https://www.reddit.com/r/factorio/comments/69rep7/base_in_a_box/. by Deadlock989 » Thu May 03, 2018 3:03 pm, Post by voddan » Tue May 01, 2018 8:48 am, Post It's a bit harder to find blueprints there that aren't all decked out with modules using blue belts, but they are there. Not understanding them at first is the entire point. "Jump Start Base" is a simple compact blueprint to place as soon as you have Automation researched. I think this is what I want to do next in game. ;) And to have a good start to focus on achievements. About a week ago, Zisteau published a video series for version 0.17 and included a blueprint book to go with it (the link to the blueprint book is in the video description.) You can play whatever way you like. If we put anything like that into the game then that's one less thing that players will learn to do on their own and instead they'll just use the pre-built blueprints effectively removing a portion of the game for them to experience.
I don't understand why you'd even drop into this thread if all you wanted to do was complain about the amazing freedom of choice you have. Post your ideas and suggestions how to improve the game.
Kos <3! I loved creating it and still love tweaking it - one of my best experiences in Factorio.