Author Topic: factorio space exploration  (Read 905 times)


Has anyone played through the mod? I suck at factorio so it's taking me forever but I've learned a whole lot about making large scale bases.

This is my chunk sized landing "Starter Hub" that's meant to handle all the rocket related logistics to get a planet going.
Left and center landing pads at the bottom bring in fuel and rocket parts and then the fuel and rocket parts get unpacked, right side landing pad takes in items. When rockets come in they have left over parts that get recycled so there's some belts that feed those items up through the center. Top right has outputs/inputs for parts/fuel for other landing pads/launch pads elsewhere.

ive played it multiple times over the years but havent gotten super deep into it after the core miner nerf (forced to only work on rng seams) years ago. back then got as far as deep space science 1 with phflack, mining naaquium, but we dropped off playing after that. not cause i dislike the change but just never got as far ever since.

ive played it multiple times over the years but havent gotten super deep into it after the core miner nerf (forced to only work on rng seams) years ago. back then got as far as deep space science 1 with phflack, mining naaquium, but we dropped off playing after that. not cause i dislike the change but just never got as far ever since.
I'm guessing you ended up going with city blocks at some point right? I've barely even made a main buss before but I'm starting to realize at a point you have to use trains, probably time for the 5th full base redesign. I've also heard it's not great to use cargo rockets and I should possibly be rushing space ships.

i dont use city blocks but i do use trains. city blocks makes trains easier for ppl who arent super comfortable with train networks and train network debugging, so i would recommend them if you're not confident you can design a network with enough throughput for your desires

trains are the way to go specifically because you can request them to where you want and the train can come from halfway across the map, giving you plenty of space to spread out for production and hook up the output to multiple different places that want it. simplest and most useful case is ore mines and core miner outputs, that lets you prioritize core miner output over normal patch resources. and later when you establish outposts for producing resources, prioritizing the imported ore.

i dont use city blocks but i do use trains. city blocks makes trains easier for ppl who arent super comfortable with train networks and train network debugging, so i would recommend them if you're not confident you can design a network with enough throughput for your desires

trains are the way to go specifically because you can request them to where you want and the train can come from halfway across the map, giving you plenty of space to spread out for production and hook up the output to multiple different places that want it. simplest and most useful case is ore mines and core miner outputs, that lets you prioritize core miner output over normal patch resources. and later when you establish outposts for producing resources, prioritizing the imported ore.
I finally figured it out and city blocks and trains are for sure the way to go after a point.


Also nuclear power plant

edit:

omg it looks like a cute bat on the map
« Last Edit: April 13, 2026, 04:38:19 PM by Soukuw »

can I build a wall in it to keep specific people out?

can I build a wall in it to keep specific people out?
Tony you'd love this game, it's all about removing the natives.

Tony you'd love this game, it's all about removing the natives.

As you should, need to bring civilization. I don't want to live in a mudhut


Wow! an intersection! Someone probably has come up with this before but I think I stumbled upon it myself or at least sort of. idk if it's good or even works, going to watch it in the base to see if it jams

almost certainly fine, its just two roundabouts. might be missing some signals on the entrance rails though?

almost certainly fine, its just two roundabouts. might be missing some signals on the entrance rails though?
I think that version let the inbound trains cram themselves up against the roundabout so they could get into it quickly.

The doubleroundabout ended up growing because I couldn't for the life of me fit a station evenly between two roundabouts in a 3x3 chunk square. It's now a 4 way 4 rail intersection technically as long as nobodies at the "squares" station.

you dont necessarily want them waiting at the roundabout they choose since that could hold up trains behind them from going to the outer loop if that ones available. but maybe it doesn't matter since rail networks are rarely that overloaded or testbench shows its more performant?

also i would not put stations on the main track and if you want more compact intersections make them forward and turn right only, then alternate the directions of each track every other line. eg left/right/left/right for horizontal tracks, and up/down/up/down for vertical ones

also i would not put stations on the main track and if you want more compact intersections make them forward and turn right only, then alternate the directions of each track every other line. eg left/right/left/right for horizontal tracks, and up/down/up/down for vertical ones
They're not technically on the main track, there was never a plan to have 4 track chunks, if a train is stopped other trains can use the true "Main" rail to get around them. Also I've done no testing

I'm making a lot of throughput sacrifice to try to keep stuff as versatile as I can, that's why I'm also using a 1-2-1

This is what stuff looks like all attached, in theory there should always be some kind of path around blocked up sections it's kind of brute forced with the number of paths trains have. Each cell has 4 train stations so 4 inputs or outputs which handles most crafts, if I need more I can break apart sections for more stations or just have belts cross into another cell and build an unloading area.

So far stuff seems to work well enough and I'm pretty sure this is the perfect foundation to perfect preventing clogs via logic.


For the most part everything works well, I will have to create cells that specialize in unloading though for certain items like ore.

Red Unload = good, it means the station is closed and has the items it requested.