Factorio red circuit layout1/5/2023 #Factorio red circuit layout freeFeel free to click any result that you want. By doing so, the results related to the red circuit will be shown. Type something like red circuit in the first column and press Enter. When you are on the homepage, you will be able to see two search bars located at the bottom of the page. In order to find the blueprints of the Factorio red circuit in the Factorio Prints, the first thing that you need to do is to go to the official website of Factorio Prints. One of the most recommended is called Factoria Prints. There are several places that have the information about the blueprints of the game named Factorio is Factorio Prints. Way to Find Factorio Red Circuit Blueprints Do not stop reading this article and keep going until the last sentence. If you are one of those who are having a hard time looking for the blueprint of the Factorio red circuit, you are on the right page because you will be informed about the subject matter. However, the case might not be for everyone. And again, sushi-belts are just objectively cool.Finding the blueprint of the Factorio circuit is easy. Thus, this design requires 150 tiles for each 1/s, making it (at least slightly) more compact than the other (non-bot & non-beacon) designs I stumbled upon (feel free to link to other designs I missed!). The sushi-based design takes up 300 tiles and produces red-circuits at a rate of 2/s. This funny wiggly design by u/WEeeEL78 is also highly compact, taking up just 154 tiles for 1/s output. It's almost as compact as the sushi-based one, but as sushi-belts are objectively cool, it's slightly less cool. Then there's the " Early game compact tileable Red Circuit build (without long inserters)" by u/3f6b7, which also inspired my sushi-based version, has a footprint of 15x22 tiles and produces 2/s, i.e., 165 tiles for 1/s. U/qaudforce linked to this one, although I don't know if he also made it, which takes up 187 tiles for a 1/s output. Not counting tiles on top that can be considered outside the cell, the area is 165 for it's 1/s output. Anyway: 330 tiles for 1/s.Īlthough " My ultra compact Red Circuit layout" by u/Oscuraga doesn't easily tile, it is quite compact. This really cute and compact one by u/Extrien doesn't even need a green-circuit input, but of course, producing them within the unit cell takes up space, so any comparison would be incredibly unfair. The one by u/Setharial is OCD-friendly in all its glorious symmetry, although it does impose some redundancy making it take up 178 for each 1/s output. It then takes up 191 tiles for a 1/s output. The " simple, easily expanded red circuit production" by u/IronCartographer is from back in the day when each copper cable assembler could supply 8 red-circuit assemblers, but the design should still work in Factorio 0.16 if we just cut off the last unsupported assemblers. One figure to describe the compactness of a red-circuit design might be the number of tiles required for an output of 1/s: There are many other ingenious red-circuit designs out there, and I do not claim that this one is better, but it is perhaps more compact than most alternative early-game designs (i.e., I did not look into designs with bots nor beacons).
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