• Reddit factorio city block schedule.
    • Reddit factorio city block schedule I have yet to try city blocks. 5). Re-distribution blocks, depots etc. If you have many trains incoming, you don't want them waiting for too long. And because my blocks are large, the first factory ends up taking up only a few city blocks of space. 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. It is up to you how to do it. So every 5 blocks that are 2 lane have the 5th one be 4 lanes. 372K subscribers in the factorio community. the train block having stations for all the trains needed and the production block being fed by belts from the train block. Making them on the main bus would also have a large footprint. Personally I use the city block 100x100 as a frame work for my layout. And all rails surround 4 city blocks I like doing a main thoroughfare that the primary smelting and assembly nodes hang off of. 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 (A) Create a separate station for each material, within each city block. Each city block doesn’t have rails at the edge, but a concrete path. Quad lane is useless once you are familiar with city blocks. Inputs are south on the city block, output is north. I found I had to close and reopen factorio after dismantling steam power for this one to register to steam achievements. 138 votes, 40 comments. 0 update since I've never really done it before and I want to experience it before the new content gets added. It's almost certainly easier to make a I'm currently building a city block in my space factory. Hi all! I'm a relatively new Factorio player, and this is my third overall save file. 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. It's ugly, gross, and a gimmick to get YouTube views. 4k spm city block base and the only circuits I used were simple ones to control cracking. 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 Do you know any blueprints of city blocks where their shape is different? For example, a triangle, a square, and a hexagon. Then add roundabouts on the corners and signal everything up. These are 2 different approaches that you can choose from. The blueprint is not upgrade-in-place compatible with existing City Blocks. 100x100 is a good size for trains 1-4 with waiting zones for each train. The fuel depot fit a train that was only one cargo wagon long. In my current SE run my blocks are 64x64 with a 40x40 build able area. As others have said, it allows you to reuse designs, making it much faster to scale up production. Doing it on both ends can give you weird and hard to diagnose issues (though it's obviously possible). It is common with city blocks to have each block make a single item. I'm seeking feedback / advice / examples of city block designs, as I'm discovering that the four-large-poles-to-a-side block (90 tiles) that I've been using is way too small for my current project. 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 plan on going to a city block where the inputs and outputs of a city block will be rail-based. radars take 300 kw, a steam engine produces 900kw, so yea, 1 steam engine for every 3 radars. And it's just interesting. Hi, on my K2SE I'm currently designing the first city blocks for my rail network, I want to make one block per resource and put every resource on a train, and I'm having trouble figuring out how to make a system that lets the heavy oil train go into cracking only when lubricant and heavy oil is full, I'm having special problems on how to do the train part, I don't wether it can be done with im currently trying to make a nice clean copy paste template for city blocks. City block designs really shine when you want to build really big, probably bigger than anyone w 25 votes, 20 comments. For example the Speed Module1 block, I have three train stations. City blocks absolutely do not need 4 lanes, just by their very nature of being a grid design. If you want to post about other things, there are subreddits for that. 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. I liked the idea of a fully modular city blocks base without full blocks for tracks. 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 Important to note that Nilaus-style city blocks are delimited by paths, with trains going inside the blocks. . Although you should set the train limit instead of enabling / disabling stations. When you're designing blocks, try to have resources (trains) come in from one side and exit from one side. The output stations will all supply a single component. Dump your car at your border gate; it's only useful for going where rails aren't. true. I have only played vanilla and have about 80 hours played, launched my first rocket atb50 hours, I'll try and post some pictures of the save when I get home, since some people are surprised a new player launched a rocket so early Main bus and city grid are kinda orthogonal solutions to the same problem. Or examples of factories with such a system? I think this form will allow you to use the space more economically and can increase the speed of delivery. 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. Other style city blocks use rails as the block borders, specifically for high throughput bases, so they start much later into the run. I think Rail city block is at it's best when you can copy/paste a large fraction of blocks. In a city block your base is modular, you build it in pieces. How many engines, how many wagons. Either merge the blocks completely, or just belt items across the tracks (I did the latter). I had a single train doing the refueling run for the entire base. 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. 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. I usually play rail worlds, so going large is just part of the game. g. Don't put all the smelters and circuits next to each other. you build your production print then plop down rails around it. Personally, I build my train stations with multiple sidings leading to them (this is known in the Factorio community as "stackers") and I have some circuit logic that does arithmetic on the number of items in the chests and sets the limit based on the number of trainloads that could be accepted (if inbound) or filled (if outbound. My space city block. from there you just place the grid and factory parts. Ideally, every city block only has one input no matter the amount of ingredients. My steel smelting array just fit (32 blue belts of iron ore) while all my other blocks fit very comfortably with space to spare. I use 1-2 trains. 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 Last mega base I did, I based it on a 15 chuck x 15 chunk "City Block". You don't have to make them all the same, but you need to factor max Depends on modpack and your wish to use it. Also better recipes. Mature city block builds have distilled every component of the factory down into a city block. I really like the city blocks from Nilaus and also wanted to use trains. Also made a BP with two stacked stations - sometimes 4 stations in a block aren't quite enough. Being fed by the adjacent stations, and outputting it's product there too. I have a rectangle block with roboports in the bottom left and upper right corners. i usually start my blocks around an oil node so i can start with the fuel source. Coverage doesn't have to be 100%. 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 Personally I think your blocks are too big. City Block 100x100. (Green Circuits anyone?) At some point, ALL your scheduled trains will show up at once. 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. I have a pretty solid understanding of general rail networks. This is of course based on a city block design, using solely 1-1 trains (anthill style). I'd up a few pics but imgur is taking a crap. Buffering the material within trains isn't a bad option. each block is only for rails. Every time I made a new block I needed to add a new fuel depot and add it to the fuel train's schedule. I made this nuclear setup for a 100x100 city block, keeping the roboports and big power poles in their proper spots. So it's easy to start with them early, and organize your base better. My train layout is basically either "round abouts" or "straight" - and then I drop in unloader and loader stations to build up each block I'm about 40 hours into my second attempt at a space exploration run. But you need to provide some way of having your main bus surrounding your blocks. If you can't fit everything into one block then unload in another The blocks idea looks really good, but I'd be more tempted by a train-based version with a grid of rails going around every block with a siding on every one of them. Short answer: Main bus. Nearly all the city blocks are belt-based and use no modules. is there any situation where you'd need more then 4 trains (3 in 1 out), one train per resource, for a city block? [Ignore chain signals for a moment] The shortest block on a rail network is as long as your longest train. 3 steam engines per block. This allowed me to shuffle them around to avoid ore deposits. If I planned to go to city blocks at the beginning of the playthrough - I’d go there right away. 80 votes, 21 comments. The main novelty here is the use of single-width rail for city blocks. 374K subscribers in the factorio community. Dec 5, 2024 · i use a 100x100 city block from nilaus. But the blocks need to be pretty big, since a lot of py buildings are very large. Then all you need is a blueprint for your city blocks. " Rules. My basic block is just big enough for a 1+1 train station on each of the 4 sides, since that's plenty for most space productions, but the blocks along the "X and Y axes" have longer sides that can fit two 1+1 stations, and the center block can fit two stations on each side. Trans factorio express Train plans path 1000 tiles long. City Block base design allows you to trade space for modularity and consistency. So let say 4x4 chunk city block would use 4 to 8 belts in or 4 to belts out 8. then near that give a block a bunch of stations stacked together and named FUELING. It is not smart enough to know that the block ahead of it is too short for a train to fit in, so a train ends up stuck in two blocks. Based on what I generally see from people seeking advice on it I'd throw following tips: You probably want your blocks much larger than you think. The second is a 30x30 block setup for 1-2 trains, 1 lane each direction. Hello folks! I really want to try and build some semblance of a city block base before the new 2. Once you get your city blocks going, you can start dismantling the base. I am confused as to how I should approach this. Rail Segments 100x100. As a trainset it's beautiful and I think many of the 'turn biters up ans city block' players are missing what this game can be. Combine that with a central mall that is train fed onto belts with a spaghetti belt mall, and I can run a huge megabase with no bots at all. The neighboring block(s) will build anything in reach, which includes the receiving station and some roboports, then the resupply train goes to the new block to provide the supplies to finish Just getting into this type of model with trains so a quick question. So my question is, I have seen many people following city block-based systems and they always have some complicated intersections to avoid deadlocks. There's plenty of space in the block so you should be able to fit beac Community-run subreddit for the game Factorio made by Wube Software. Most of my big manufacturing block blueprints cover 2 of them. This is similar to your 1&2 option. I decided to be pragmatic and not only use 1 city block but 4 for a production part. 7k SPM, expensive recipes). Perosnally I ended up settling on fairly large 126x252 grid. Also depending on your design you have to consider your electrical grid and roboport coverage. What I do is name my stations Resource On/Resource Off, and have my trains travel between those two stations. A reasonably common one is 100x100, it is useful setting your city block relative to the grid, and sizing in multiples of the max distance of big electric poles. Let's assume that radar coverage and blueprint-from-space isn't an issue for now. 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. My mall usually ends up looking like a normal mall with some slight differences. I prefer a less restrictive set up. 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. I'm also playing vanilla since I don't want to learn LTN since 2. Most of the time I’m going to city blocks only if I can’t keep production chains clean by any other way. 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). 368K subscribers in the factorio community. 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. depending on the space I need for that building block. Train lengths. +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. That's a radar every 7 chunks, or I think 224. Also in SE+K2 you are heavily incentivised to rebuild things with beacons and high level prod mods + better buildings. But the loading / unloading stations are each a block and sit adjacent to the production. Factorio developers: "Not having a sale ever is part of our philosophy. For example, you put oil processing + plastic in one fixed size block and leave it. Not sure what you mean about not wanting to add a train for every block. 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. decide on some basics. The concept is that a quad lane provides more throughput. If it's your first time doing city blocks, I'd suggest doing them of to the side of your starter base, and use your starter base to build the blocks. Members Online almost 500 hours into this game, and I just figured out you can numpad +/- to change landfill build size 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. i'm also messing with train city blocks, so it'd be really interesting to know more City blocks are not an Upgrade for an existing base, they're a whole new one. We would like to show you a description here but the site won’t allow us. One small one for personal logistics, where my mall/starter base is. Successful city block designs require planning. The way I designed it, a block makes one thing only. 113 votes, 46 comments. Grid Aligned City Blocks and Rail Segments - FACTORIO MASTER CLASS. And now comes the good part. This way you can rate your trains to be about 1-2 belt per wagon per min. The neat lines make my brain go brrr. If you're using it with city blocks, it might be easier to have alternating one-way lanes instead. Once this is done, you might be able to see a way to design your starter base in such a manner that it will morph nicely into city blocks if you restarted. What that looks like right now is uniquely named stops with one train moving from a resource-out location to one or more resource-in locations. ) 346 votes, 19 comments. Also from a aesthetic preference I see more beauty in the organisation and order than the chaos. You'll want roboport coverage. thats a bit crazy. Features. Either way each block can be specialized, for green chips,red chips, blue chips, solar panels, solar batteries, lds etc. The base is powered by some massive solar fields and a single 10-reactor nuclear plant. Spread out your high traffic city blocks. Factorio is a great trainset game but a terrible RTS. The over focus on the biters leans into a weakness of the game imho. The blocks help me compartmentalise sections of the factory so I don’t get overwhelmed by the sheer scale of things. Or make a way in to the station. I don't yet have a proper city blocks base, so I'm sure I have made mistakes, but here's my thoughts. edit: never really looked it up, but I just did. You have to consider how you will gather resources and how you will move products. So starting from new smelting blocks all the way up. These overhaul mods often have very complicated recipes, with a lotta moving parts. If there's something special about your version, I'd love to hear about that too. (1-3 meaning one locomotive + 3 wagons, 1-1 meaning one loco and 1 wagon). You can win the game in 250 hours using a ground and space factory the size of 9 city blocks each. more like giving me a "boundary" or "grid" to know where i will start the "big factory" (when i'm in the early stage like "starter base"). Just completed an IR3 run using 50x50 city blocks and 1-1 trains. Not forgetting to signal the middle of your 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. U can make it so that the rail of that block is station itself. 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). With that done, you build a city block of each science along with a city block of each component needed, as you go along you’ll be able to copy-paste blocks more often and soon you’ll be mega-basing. And a very large second one connecting all my city blocks, purely for refueling trains. Over the years, I've upgraded from sphagetti to main bus to main bus+sphagetti. The main draw for a factory like this would be easy scaling. The best 2 lane intersections are rated around 1:40 trains per min while quad is 60-80. i think there's a use for this kind of setup. I just finished a city block megabase and I used blocks the size of 2 radar areas. I'm curious what you all think. 364K subscribers in the factorio community. yes, 2-4 trains for the main line, 1-2 train for aux. Push trains out constantly, or, enable a receiving station only when the buffered material is low and pull the material to the city block. Then I have bp’s for the rail system to go through the middle of the block instead of around the block. It's just trains that make it complex as they don't quite fit the simplicity and compact sizes. I started making a city block for an empty block, with the 4 roboports to have a huge network (am currently at 40k construction bots), and 4 electric poles large. The train congestion will slow you down more than the extra distance if trains can maintain top speed. I am currently re-starting my SE run and I am planning on working with a 100x100 (96x96) city block design. One thing that city blocks really help you with is spacing things out. do you set each train to go from, for example, iron smelting station, to waiting station, to a delivery station? i ask because i see there is only room for the train that is itself unloading at the "manufacturing stations". Circuit logic is not inherently required for city blocks. 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. Okay NOW see how much space you'll want to assemble something. Definitely use circuits on the stations. 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. Stations fit into a 30x60. I went for block aligned rail design where I can create 2x2 enclosures for 1-2 trains or bigger enclosures such as 2x3, 4x4 etc. If you need more green circuits plunk down another green circuit block. Make yourself a shuttle train instead. first make sure you have a good place to make fuel at. Don't criss-cross on your block design for whatever you're building in that block. 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 don't know if this will help, but in case it inspires you here's what I did: 1 - I didn't like the idea of rail blocks of the same size as the other blocks. 53 votes, 28 comments. 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. You can go city block instead of a single main highway, though that is more important when building large since having two dimensions to work with gives more options. However throughout is based on intersection. You'll find that 1:1 trains are quite sufficient. These are then nestled in the corner of each huge city block (300*300) to fuel all the trains used in that block. I chose that for a several reasons: Artillery installs will auto fire up to ~8 chunks. As far as 2-lane vs 4-lane railroads, I'm in the camp of keeping it 2-lane. Then a second that adds to that train tracks. Every post must be about Factorio or of content you have made that is directly inspired by Factorio (such as fan I have a 5k SPM city block base and I have two logistics networks. Nov 11, 2016 · "city blocks" with belts instead of bots can work. i use a blueprint right when i begin a new game so that i can "orient" myself where i'll be going from that. 1. Keep this separate from your bus base, no stealing resources from the bus base. I working toward a 1000spm mega base, and my base is basically city block style. Early Nauvis city block. Instead, the main mode of transport are the rails bordering the blocks. Regarding the resource calculation, if you are not using mods like Factorio Planner, I'd go big. Intersections are heart of city blocks. Adding a new block is a literal copy/paste with no manual adjustments or hookups needed. 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. looking for blueprints or suggestions for rail city blocks as I am trying to start a playthrough using modular rail city blocks. So any train working with that resource can go to any station On/Off and keep everything satisfied. You can use ctrl-click on the train interface's map to add a "temporary" stop for the train there - then whoo Then place down a train stacker that'll handle ALL the trains you want to arrive at this City Block. City block design is all about the intricate block design rather than the factory as a whole. Transitioning from space main bus to space city blocks. So my idea is to use hexagons! The base revolves around the following principles: - Tile the base with hexagons (duh) Make things expandable instead of overbuilding it. 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. On Nauvis, I'm using 1-2 trains and a larger block. with full power, circuit and bot coverage. My blocks tend to be large. Lets say I have 5 city blocks which all take in iron plates, would you have one train emptying then going back to the mine to refill then coming back each time to fill each block or would you have 5 trains, one for each or have a train do multiple blocks? Thanks you could also assign two blocks to each production giving you one for production and one for trains. With that configuration, each train has two paths through an intersection; straight or turn. 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. in my rocket city block I have the aux line set to bring in logistics robots, so if I notice that I can't feed the rockets fast enough, I just set the constant higher and walk away, the aux line delivers more robots. The chain signals behind that signal - which is to say, a ton of them, given that you have so few regular signals - then won't allow trains through. the trains all get schedules that have them go to the nearest FUELING 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. Untitled. You throw a train down and have it go around and take all the needed resources to the right block. Jul 29, 2024 · Posted in r/factorio by u/Urist_McUser • 1,310 points and 118 comments Jan 5, 2025 · I'm using City (Island) Blocks to handle large scale movement of items on Fulgora. 371K subscribers in the factorio community. Or maybe a system like the bot bus? Same principle as a main bus, but all bots. THAT is your size. 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. Or at very least allow yourself to have multi-block segments. 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. If you're running even a smallish base entirely on solar, you'll have more than that. Optional 66 votes, 24 comments. Community-run subreddit for the game Factorio made by Wube Software. Each block has 4 station tracks for 1-1 or 1-3 trains. Plop that into a calculator and see required throughputs. Generally I don't recommend stackers. I feel the advantage of city blocks is lost in SE because in SE bootstrapping is king. Instead design in mind with up to 1-2 belt of items in/out per chunk of city block length. City blocks is probably the simplest design there is. 254 votes, 36 comments. After an initial spaghetti rocket launch (~60 hours), a second faster launch (~15 hours), I wanted to try out megabasing. Jan 5, 2025 · City blocks can be made to work but by their nature they are restrictive. This starts to become an issue when you can’t place an intersection where you want, because your min block length is 15 cars. Empty space in a city block isn't a sin but fill it with solar if you like. simplify the 4 way block to a 3-way block and make a new print simplify the 3 way block to a turn block and make a new print place the 4 way block again, simplify to a straight path and make a new print create a print of just tiles and another of just poles kudos, looks very nice! i was wondering about some details of the train scheduling. I'm running 20 car trains, and that's more or less the minimum size block to allow a train station in a siding. Mid game you probably only need a 1-2-1 coal train in and 1-2-1 plastic out. I just finished a vanilla 6. How feasible is doing oil processing within the city block concept? Blocks should be small enough that you can reasonably fill them up. 373K subscribers in the factorio community. So running a 1-1-1-12 train means each block needs to be at least 15 cars long. I'm playing PyMods, and my starter city blocks were 2x2 chunks (64x64 squares). My standard has been city blocks based on radar coverage. I just spent a couple of weeks playing around in sandbox + editor mode designing my city blocks. 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. Regular signal only checks the block directly ahead of it is clear. 9K votes, 123 comments. 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. Though IMHO if you do that, stick to doing it only on one side of any given schedule. While we are on the topic of LTN; why do you guys think it's such an important mod for train logistics in big factories? For the record, the biggest factory I have created was a 2700spm non-city-block base in vanilla and made it to T3 space science in SE and I'm getting by with some easy circuitry to dynamically increase and decrease train limits. I do cheat a bit and use water-fill to pump water at the city block, since shipping around water or planning around nearby lakes would be a huge overhead. 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. No mods so vanilla factorio but it is on peaceful I'm currently building my own version of a block-based megabase, with a few major differences from the standardized "city blocks" to solve many of the exact situations you're describing. Then I have a crossover block for transitioning to the 100x100. A belt came out and fed all the stations in the block. A concept I have been considering on my next save is to have city blocks but have every so many blocks vertical and horizontal have a 4 lane and all the others be 2 lanes. 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. 89 votes, 23 comments. So, for example, for IR2 I went to city blocks right after researching Iron Age. City blocks also don't need roundabouts, and shouldn't have them. I found: You'll need multiple City Blocks of some types of goods. The Standard block works great for vanilla/ V+ with the rail block working great for depends on size and demand for the bot usage. Well in SE I went for micro blocks, not city blocks. 344K subscribers in the factorio community. 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. Circuits scare the living shit out of me so a bit tentative to jump into The idea behind the city block methodology is to simplify expansion. And most likely define input and output sides. The elevated rail can be used for an overpass so straight-bound trains don't have to stop for cross traffic. or if you only put it in the center or just 1 radar per block, thats 1 steam engine per 3 blocks. if you put 1 in each corner, you'll need 1. The input train will have filtered cargo slots and a route to gather up the inputs required to supply a city block. As to expect the same problem occured which you have. Around 60 solar panels would be enough. I currently have a game with the same problem. I don’t have any storage chests in the fueling network so I don’t have to worry about auto-trash or anything like that. 12. this also adapts nicely to growth and higher train demand since you can easily upgrade or add a third block for more trains. I was told by someone in the community that City Blocks are the worst strategy EVER. So keep that in mind. 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. A city block is a method of organizing your base in evenly sized sections. 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 is enough to have a 1-3 train, or two 1-1 trains wait a the same station. Something that drives me absolutely bananas about some bases is when folks run belts or pipes across city block boundaries. So share/tell me about your favorite city block blueprint books. Solar Block 100x100. As far as city blocks - there is huge variety of styles and sizes and no "one right choice". 1-2 trains work great at that size with simple station 4 blcoks towards the inside of your block. - Below that a 100x100 block with a factory. 10 GJ per hour really isn't too much. (I'm thinking about 1-1-1 double headed trains to further simplify the station designs) I was burned out pretty quickly when I was designing and building highly scalable city blocks and I needed to realize that I would have been more productive and it would have been more fun to make it as simple City blocks really shine when you're playing a big overhaul mod. You can build your city block base near your original base and piece by piece replace parts of the original base with city blocks. For vanilla, you could totally do this for a lot of the factory. Make each block create as many resources as possible, so that you can fill a train fast. All content must be related to Factorio This is a subreddit for the game Factorio. Once the process of building the blocks is all blueprinted and can just by copied, I end up rebuilding everything, inside the blocks. So if you need more power plunk down another solar or nuclear power block. Blueprint it. For a small block this is fine. in general introduce a lot of extra complexity to scheduling with very little (if anything!) to show for. 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. After you set up the start of the city Block base, the starterbase usually becomes obsolete. My personal route to city-block megabase was as follows: Decide on desired size of the base (2. They help impose a structure on the unfamiliar recipies and processes ahead. The intention is for each city block to have one input train and one output train per block. then i delete New player here and I see posts about city blocks and I have no idea what people are talking about. 370K subscribers in the factorio community. Either way works. 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. On my current run, I'm doing a city block and I have a full resupply train that will automatically build a new block, all I have to do is place the BP. you could have either Push or Pull Logistics. No templates and each session I'll build out some new aspect. 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. 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. I've seen a ton of different block sizes around. This is my first time using a train city block design, and so far I've kinda just blindly done whatever I think would work best. Each station takes up a whole side of the city block. If you need a city block design, you know you need one and why. The stations can support up to a 2x4 train. I'm also planning to do my next run with a similar city block design. 0 will fix a lot of train issues anyway. 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. Members Online • Lend me your Wisdom reddit - City Block Megabase 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. Last but not least, I'd treat the city block as it's own factory. - And the next 3 100x100 blocks the same thing in reverse order. To me, city blocks are all about compartmentalizing sub-factories so that the rail network is the only way anything moves between blocks. ( 2 in, or 1 out per cell side) I've been playing Factorio since 0. xwcjt vtj hcjugy fnzwl mdrj sjnahr atj xtijnu zzhk jszfqs xxco leonxsi lefkl iwta rgbj