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Factorio Blueprint: Self-Building Mega-Factory
ブックマーク推奨

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It some ways, this is the ultimate extension of my [self-building rocket](https://factorioprints.com/view/-MGvN8qrxpCMbXJJn3Gh). This city-block design based on [Brian’s Trains](https://factorioprints.com/view/-LaIPNgh8f16V8EwXXpW) truly builds itself. You lay down a “block” of rail, create a “construction station”, lay down the desired blueprint, and turn it on.
The blueprint book contains “blocks” to build everything from coal-fired smelters to 10GW nuclear reactors to 360 science-per-minute rocket launchers.
See the [full instructions](https://docs.google.com/document/d/1b7OT1-h5GWfey4rIVNbMCXX-dMkoWLmcURutqrliLYE/edit) for details.
If you’re having troubles, [join the Discord channel](https://discord.gg/pZpCCmTKGz).
## Changelog
Differences in the last digit are just minor fixes to one or more blueprints. They can overlay existing layouts to fix problems.
Differences in the middle digit are new designs or design changes. They are fully compatible at the train stations with the larger city but likely can’t be applied directly over an existing design.
Differences in the first digit are major changes an _may_ be incompatible with blocks from earlier versions. See notes below.
Be sure to look through the instructions for highlighted regions that indicate some differences in how to use any new designs.

To upgrade an existing v2 city…

* At Home, remove the circuity near the “-Home-” train stop and place the upgrade blueprint (from the “Construction” book) in place. If you haven’t updated the chests for the personal train, all remove all the chests & inserters except those that supply fuel to the engines before placing the blueprint.
* If you have any “resupply” stations, go to each, clear the constant combinators and the “>” combinator on the middle station **but not the “+” combinator next to the track with the red wire that loops back to itself**.
* Let any existing Construction Sites finish. They don’t have to be removed but you might as well while waiting for them all to be done.
* Go to your mall provider station(s), remove the combinators and inserters between roboports and track, and place the new Construction Supply blueprint (also in the “Construction” book). If there were items in any of the steel chests, they should immediately begin to be cleared. Also apply this tiny blueprint over existing “P” combinators near the head of the mall, somewhat towards the production train station: 0eNq9ltuOmzAQht9lbgvbcMiJi75BnqCqkAOTzWjBRoOJmka8e8ekzaFLAmyrchFhsD//zP/bzgm2RYMVk7aQnIAyo2tIvp6gpletCvfMHiuEBMhiCR5oVbqWYrL7Ei1lfmbKLWllDUPrAekcv0MStN4gI8eMcuR+QNh+8wC1JUt4VtQ1jqluyi2yzHDhOM1WaXsL8qAytYw12k0vPH+9jl7mHhzd7Wz1MpepcmLMzn0WnsNYNkW6xb06kDBk4I4KizyqIrU1Gv0tU/bmPiMzjSupP5/JNaksoiNjtPiYEo6g7NUPxbk/DItGwBh3pHEMLZ5AGy1x3gs9ENtGnlwd6Hr4myflDyaRgickyWf3UutzhGrHC9zPKyPq28RSLp8gfYmzhmzXDGR067T8EerwIqHEnJrSx0Lwkim/MgX2pjq+pnrRpbpPE2M+oCh8oCgaWPJ9ksJ7QcPL7IpO5XVOF/E74tqmow1Dle2dZzU6TDotMqZCVmeZ8Fm6mMZWzeTJ2/EOxO8d8CAcZ9ejAMV/Y9fyP9u1ufHq9yYOyezeik8fsGLT68Oj0kbjSjt/dnANnDfL+7rG/XX9xf03a+CuoKK0UtwpTeDLh8PtQNUx7bbEdMemTEkLBhLLDU5IfvQu+V7/thk8XRPnPUvGdudLcvNXxoODHNtdrcNVEC/X4TKMF3G0itv2J6FQAc0=
* Resume expansion normally.

## 3.5.5:
* Minor cleanups on Blue Mall
* Fixed steel provider train min-length in Initial Science
* Fixed loader directions in Aux Mine
## 3.5.4:
* Removed extra blue chests from Depot Hub (logistics).
* Removed extra underground belts from tail of malls.
* Added missing signals to mine block’s construction siding.
* Fixed number of centrifuges requested by 2.4GW block.
## 3.5.3:
* Restored train-scaling combinator signals in HOME (lost in v3.5.1).
## 3.5.2:
* Added standard “A” signal to the rail network with current accumulator level.
* Restored train-scaling stop in HOME (lost in v3.5.1).
## 3.5.1:
* Fixed artillery outpost caching shells.
* Changed perimeter belt to red (1/2 the deployed inventory).
* Fixed an overload problem with multi-provider station.
## 3.5.0:
* New quarter-block rail templates.
* New defense blueprints (not self-building).
* New “general construction” site that doesn’t need programming (used for quarter-block construction).
* Fixed refinery item counts.
* Updated refinery stations to new standard (and set names).
## 3.4.16:
* Restored station names in Red and Blue malls.
## 3.4.15:
* Added chunk-alignment to landfill block.
## 3.4.14:
* Fixed phase#4 of the Construction Site.
## 3.4.13:
* Fixed 5-minute maximum time between train in Mall blueprints.
## 3.4.12:
* Made it easier to find the fuel configuration in “fueled by logistics” hub.
* Removed extra rail segment in 1kSPM harness.
## 3.4.11:
* Added missing belts to modules factory.
## 3.4.10:
* Fixed provide threshold on Battery block requester stations.
## 3.4.9:
* Fixed splitters in Processors block (red->blue).
* Removed some unused/leftover belt parts in Processors block..
## 3.4.8:
* Fixed “not being produced” warning and 10-min delta calculation in HOME block.
* Restored missing flamethrower-ammunition recipe in Red Mall.
## 3.4.7:
* Fixed power to roboports in malls.
## 3.4.6
* Fixed channel-3 output of solar parts availability (was going to train red wire).
### 3.4.5
* Fixed 1kSPM power for roboports on long side.
### 3.4.4
* Fixed 5-minute “call train” timer in Construction Supply station (including Red Mall and Blue Mall versions).
### 3.4.3
* Re-released because some assemblers in Starter Circuits and Processors were rotated by the export process.
### 3.4.2
* Extended landfill blueprints for new signals and Mine belts between rails.
### 3.4.1
* Fixed depots-full alert in Home
### 3.4.0
* Added support for automatic train building within Home block. (See doc for details.)
### 3.3.9
* Fixed Modules block publishing of prod module counts.
* Changed some accidental red belts back to yellow in Advanced Circuits block.
### 3.3.8
* Fixed Modules block build missing power path.
### 3.3.7
* Changed “Aux Mine” to support only len 6 & 11 trains. Otherwise it may try to fill engines and that can leave inserters holding ore.
### 3.3.6
* Restored missing combinators in “Aux Mine” for handling abundance of coal.
* Fixed “>60%” circuity in WIP “Home” for warning when depot hubs are getting full.
### 3.3.5
* Fixed mall Supply stations that wouldn’t eject unwanted material while mall was still building.
### 3.3.4
* Fixed missing wires in Blue Mall from roboport to threshold circuits.
* Fixed Mine to be compatible with non-std cargo wagons.
* Removed old designs and test blueprints.
### 3.3.3
* Added “train limit” of 1 to all depot stops.
* Fixed belt chests in Blue Mall (requester->provider).
### 3.3.2
* Added missing rail segment in Depot Hub (train fuel).
* Restored missing efficiency modules in Blue Mall.
* Moved misbehaving rail signal in 1kSPM harness.
### 3.3.1
* Remove incorrect green wires in Mall provider stations between steel chests and the stack inserters that fill them.
### 3.3.0
* Publish info about trains waiting at LTN depots (Home & Hubs).
* Removed blocked slots in Personal Resupply trash chests.
* Greater perimeter coverage by roboports in Starter Circuits.
### 3.2.1
* Fixed red->green wire in Construction Chaining blueprint (to properly signal “done”).
### 3.2.0
* Moved roboports in 1kSPM to better connect to ones in external blueprint.
* Cleaned up some constant combinator lines to match Factorio 1.1.
### 3.1.0
* Official release of new designs.
### 3.0.X (testing)
* Improved Construction Site & Supply.
* Added Manual Construction Site to allow building custom blueprints.
* Combed power lines of processor block.
* Added mixin blueprint to chain construction sites (start one when another finishes).
* Added “aux” Mine block for better UPS.
* Simpler control of Modules’ circuit request sizes.
* Reduced module provider limit from 100 to 50 (1 stack).

**V2 blueprints are compatible with V1 blueprints if and only if ANY/ALL conflicting signals are removed first.**
### V 2.2.5
* Fixed wiring to Construction Site speaker that caused it to no longer alert (now needs green wire between speaker and lamp).
* Available via [this link](http://backgroundexposure.com/files/sbf-v2.txt).
### V 2.2.4
* Fixed stack size on inserters of resupply station so they can’t overfill and block other items from being loaded.
### V 2.2.3
* Allow Construction Site to revert to “recycling” mode if more material arrives (perhaps from manually marking things to be removed).
* Improvements to personal train default schedule.
### V 2.2.2
* Better home/resupply default schedule.
### V 2.2.1
* Fixed some problems with the Resupply block.
### V 2.2.0
* New personal train configuration in Home block (upgrade print in “Construction” book).
* New “resupply” block, found in the “Construction” book (can later be a Depot Hub).
### V 2.1.0
* Official release of new designs.
### V 2.0.X
* New rail signalling to fix deadlock problem.
* New rail templates for building new blocks.
* More iron from Initial Science & other small improvements.
* Minor improvements to Red Mall.
* Made Mine station safe during power brown-outs.
* New Construction Site.
* Added LTN ID to all stations following Brian’s Trains v4.8.

### V 1.7.7
* Added missing inserter in Initial Science processor production.
### V 1.7.6
* Fixed red-belt item counts for Modules block.
### V 1.7.5
* Fixed spent-fuel-cell requester station in 2.4GW reactor block.
### V 1.7.4
* Removed extra green wine between medium power poles (for 1’s material amount).
### V 1.7.3
* Fixed water request amount on Oil Refinery.
### V 1.7.2
* Removed extra red wire in solar parts block provider station.
### V 1.7.1
* Fixed roboport power in coal-fired smelter.
### V 1.7.0
* Added dedicated “battery” block (for bulk accumulator production).
* Changed 1kSPM harness to reduce train congestion.
### V 1.6.3
* Added LTN Depot access from all four sides.
* Set “train limit” to 1 for all LTN depot stations.
### V 1.6.2
* Restore 360spm block mistakenly overwritten with 1kspm harness.
### V 1.6.1
* Added missing red & green wires in Mine block. (again )
### V 1.6.0
* Improvements to 1k SPM build.
### V 1.5.3
* Added missing red & green wires in Mine block.
### V 1.5.2
* Removed extraneous parts on outside of Mine block.
### V 1.5.1
* Added missing power pole to coal-fired smelter.
### V 1.5.0
* Updated mine to have actual stacker space for second train.
* Added harness for [1k SPM factory blueprint](https://factorioprints.com/view/-LZY1wBZZ_C8xGihqShH).
* Increased beacon storage of malls.
### V 1.4.4
* Change #trains of mine from 1 to 2: Though there isn’t actually a stacker for a second train, the buffer chests tend to fill faster than is unloaded by a single queued train. This can lead to a train blocking an intersection but trains should spend <10s loading anyway. * Fixed number of yellow splitters in Refinery build orders. ### V 1.4.3 * Added "Construction ON" blueprint for starting construction via map view. * Removed accidental constant combinators from Modules block. * Fixed positioning of concrete pad in "advanced circuits" block. ### V 1.4.2 * Added missing wire in Red Mall module provider logic. ### V 1.4.1 * Added ability to skip production of L1 and L2 modules in module block. * Fixed providing of L3 modules from Red Mall. ### V 1.4.0 * Added "basic circuit" block. * Added more info to Home Base block. * Added missing pipe in Blue Mall wood burning. * Fixed depot hub requester-chest signal wiring. ### V 1.3.1 * Fixed extra wire on solar-parts factory that caused LTN red light at provider. ### V 1.3.0 * Clean up from Factorio bug that [removed connections between power poles](https://forums.factorio.com/viewtopic.php?f=47&t=93210). ### V 1.2.1 * Improved construction of rocket yard and refinery. * Restored missing power poles in mine. * Fixed battery feed in rocket yard (needs full belt). ### V 1.2.0 * New "beaconized" smelter (16 blue belts) and foundry (4 blue belts) for less raw material. * Improved provider station in mine to be fully balanced for all ores (fastest train loading). * Fixed slow filling of chests in mines with a single ore type. * Fixed potential stall of fuel stations in depot hubs. * Fixed processor belts in module factory. ### V 1.1.3 * Solar-parts block will now request steel from Initial Science (since it's impossible to build a Foundry without significant power). ### V 1.1.2 * Fixed bad fix of refinery signals. ### V 1.1.1 * Fixed production station in new Solar Parts block. * Fixed required material and rail signals for refinery. ### V 1.1.0 * New [Advanced Solar](https://mods.factorio.com/mod/Advanced-Electric-Revamped-v16) mod support (see [full instructions](https://docs.google.com/document/d/1b7OT1-h5GWfey4rIVNbMCXX-dMkoWLmcURutqrliLYE/edit)). * Fixed problem where robots could get dumped into mining output. ### V 1.0.3 * Fixed belting in Advanced Circuit block. ### V 1.0.2 * Improvements to train-fueled depot hub. * Connect refinery outputs to train circuit network. * Added Train Programming Interface blueprint. ### V 1.0.1 * Moved waterfill requests into separate combinator. (Factorio drops the entire item if it doesn't know an item within it.) * Added settings to reduce [warnings](https://forums.factorio.com/viewtopic.php?f=214&t=92499) about un-filled trains leaving mines. ### V 1.0.0 * First public release. ### V 0.X * Design and testing.

ブループリントを見る

『Factorio』で利用できるブループリントの掲載ページへのリンクです。該当ページで表示されるコードをコピーして、ゲーム内のインポート欄にペーストすることで登録されます。"Factorio Blueprint Editor (FBE)" を利用してブループリントの完成形を確認することも可能です。

ご注意

一部のブループリントはコードに不要な改行が入っており、データとして無効な形式になっていることが確認されています。『Factorio』で生成されるブループリントのコードには通常、改行 (\r\n) は含まれないため、コード内の改行を削除することでインポートが可能になる場合があります。

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没頭できるゲームを求めてうろうろしている週末ゲーマー。RPG, ハクスラ、シミュレーションゲームが大好物です。