There is a fair bit going on here, feeding belts from requester chests, feeding storage chests from trains, holding trains based on logistics-contents, with specialized trains picking up various materials from different areas of the map. Our current late-game mall - feeding the beast. So here's the bottom part of the mall and how I 'feed the beast': I found a nice place on the map, a bit out of the way of our major traffic routes, and therefore requiring import-by-train of all the raw materials. It was so satisfying ripping up that old stuff, but I digress. Recently we decided to tear down our Early Game Mall, and reused that space - all the stuff going into the mall was early-game mish-mash of smelters and assembly machines. She makes it available on her public Google Drive. I am an unabashed fan of the KoS mall, which she copied from one of her multiplayer maps, and this video link shows its genesis and the first iteration of her mall. Here's a link to KoS' Mall guide on Youtube: KoS Mall Video Katherine of Sky (KoS) has some malls in her Google Drive blueprint repository. That is its entire purpose for existing, to be a one-stop-shop for the player. With a mall, the answer to 'where can I find. When you're over in a deep part of your map, fighting biters, planting a mine blueprint, and you suddenly realise you're out of electric miners, "where am I making miners, one of the science factories isn't it?" (well, for me, I just don't know which science pack uses electric miners). You already create in your factory, why would you want to create more somewhere else? The beauty of the blueprint is that once 'planted' as you get further along in the tech tree, you can whip out the blueprint book, and replant it on top of the existing mall, and the "mystery" assemblers that had no recipes, are suddenly populated. Importantly, when you first 'plant' your mall blueprint, you might well be in a position where you haven't yet researched a certain technology, and the blueprint will put down an assembler, but won't include the recipe that the assembler is supposed to use. Conversely a late-game design is useless in the early game, because you haven't researched the technologies in use - logistics networks, blue belts, and all the rest. A Mall that is useful in the early game, is relatively primitive and not very useful in the late game, so the solution to this problem is have separate blueprints for Early Game mall and Late Game Mall. The input lines all have a marker, "constant combinator" at the start of a belt (currently highlighted in that picture), showing icons as to what is required on that belt for the mall to work! As far as I am concerned this is the defining genius aspect of this blueprint, it comes with human-can-read information as to how to feed your mall. This mall has most of the assemblers filled in, but there are some that are turned off. It uses both sides of some belts, and lots of underneathie abuse (edge loading for underneathies, blocking off one side of a belt lane). The mall is fed by belts with raw materials - stone, stone brick, red and green circuits, copper plate, iron plate, steel, even blue processors. :) (that section is for multiplayer maps, where many people might come on and want Power Armor legs, or shields, personal roboports etc.) There is a whole section of this particular mall that I have disabled, which creates power-armor add-ons and doohickeys, which I already have, and will never need again. The design uses belts for most products, but also uses Requester Chests within the mall to get finished products -from the mall- to create higher level items. Here's a picture of a Mall, built, running, and short of iron and steel: A production facility for creating Science is focused on the specifics of the task, and has multiple assemblers feeding multiple science producing assemblers. What a Mall -isn't- is a production unit feeding other production units that is, it -could- do that role, but it's best when it doesn't, and only makes things for you, the player. It is literally a one-stop-shop for most things you might need in the game, assemblers, belts, inserters, signals, roboports, power poles, substations. The first most important question asked is ' what is a Mall in Factorio?'.Ī Mall is a 'shopping' precinct within your Factorio world when your character can go to get goodies that have been created by assemblers and stored in chests, just for the player. Discussion on specifics of these malls is welcome, but I am not any kind of authority on the subject. Any errors, factual or otherwise, are mine and mine alone. I am the author of the guide, but definitely not the author of the Mall design, or the video and blueprint below. This guide attempts to describe a Mall in Factorio, gives examples, links to blueprints and videos.
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