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Factorio city block reddit.


Factorio city block reddit ( 2 in, or 1 out per cell side) I disagree. Jan 5, 2025 · City blocks can be made to work but by their nature they are restrictive. i usually start my blocks around an oil node so i can start with the fuel source. You are better setting up a temporary starter base and switching to city blocks when you meet the following criteria. The most annoying thing about my system was the limited space within each block, you should consider bigger blocks for larger production areas. because the blocks are so small, my base has 1. The wide block makes sense, considering how much room is lost to support the 4 trains. The stations can support up to a 2x4 train. For SE city blocks in space, having space for eight stations has worked really well for me. I started with the two top rows of city blocks, I can't believe I've seized that much land and built so many blocks! The city block creation in K2 doesn't seem different than in vanilla to me. My main argument is that Factorio's map is square aligned and doesn't allow for arbitrary element rotations. After you set up the start of the city Block base, the starterbase usually becomes obsolete. Also depending on your design you have to consider your electrical grid and roboport coverage. You have to consider how you will gather resources and how you will move products. Imagine waking up, browsing away your morning reddit needs and stumbling upon this after you spent the better part of the last two days designing a rail based city Block. Especially if you use city blocks. Making them on the main bus would also have a large footprint. Blocks should be small enough that you can reasonably fill them up. I waited to do city blocks in space until finishing the tier-4 sciences. 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 4 i/o would have given small area but suppose if it needs 5 i/o then you take 1 from another block. The input train will have filtered cargo slots and a route to gather up the inputs required to supply a city block. Down south is the current progress of city blocks. You have to look for adjacent block with 1 free i/o. 12. I. 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. What happens in between is irrelevant to the larger logistics system - only that this particular part of the factory needs iron and copper plates as an input, Considering I have over 500 hours in factorio I am sad to admit it, but I have basically given up on making my own setups. I could once again try smaller trains, specifically 1-2. City block designs really shine when you want to build really big, probably bigger than anyone w After going through a city blocks phase, I am not sure how much I like them being the same size in both direction. As a consequence of this you cannot use logistics bots to run small factories as well, people commonly use bots for kovarex (though there are plenty of good non bot solutions) for instance but you cannot do that in a city block base. The string is super long so I put it on pastebin factorio prints. If you have many trains incoming, you don't want them waiting for too long. I'd grab a rail block, remove all the solar crap, and see if you can fit a suitable stacker and a couple of stations in. You can win the game in 250 hours using a ground and space factory the size of 9 city blocks each. City blocks are not an Upgrade for an existing base, they're a whole new one. As to expect the same problem occured which you have. I plan on going to a city block where the inputs and outputs of a city block will be rail-based. 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 Short answer: Main bus. You can also just go with the first two sciences. The way I understand it is that a city blocks type run requires every factory unit to fit in a small-ish, standard-sized area whereas factory towns do not need to be but each place where something is made only makes a single thing (except the oil refinery, obvs). One thing that city blocks really help you with is spacing things out. So now I'm unhappy with my base aesthetics, but also don't want to redo it as city blocks because personal preference. You'll need to decide how many stations you can fit inside the block. 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. You can align blocks without being chunk-aligned, though. My last city block had a city block for concrete production. Successful city block designs require planning. Then I tried with bigger city blocks and that had some new constraints. One is a "Standard" city block setup made to be 100x100 with a small path between each block. The blueprint is not upgrade-in-place compatible with existing City Blocks. ) I guess I'm asking what's the use case for having city blocks with local bot networks? 94 votes, 15 comments. Each station takes up a whole side of the city block. So my idea is to use hexagons! The base revolves around the following principles: - Tile the base with hexagons (duh) looking for blueprints or suggestions for rail city blocks as I am trying to start a playthrough using modular rail city blocks. Spread out your high traffic city blocks. I'm also playing vanilla since I don't want to learn LTN since 2. You'll find that 1:1 trains are quite sufficient. I think I've got over 200 blocks on Nauvis and close to 100 in orbit. Once the process of building the blocks is all blueprinted and can just by copied, I end up rebuilding everything, inside the blocks. Optional Community-run subreddit for the game Factorio made by Wube Software. 0 update since I've never really done it before and I want to experience it before the new content gets added. But the blocks need to be pretty big, since a lot of py buildings are very large. Ideally, every city block only has one input no matter the amount of ingredients. These are 2 different approaches that you can choose from. I made this nuclear setup for a 100x100 city block, keeping the roboports and big power poles in their proper spots. Volume wise, a bus base can handle well over 200-400spm or at least 600-800+ sig data per min, so it has no trouble handling volume. 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. But I don't think it's a common situation. Started out with a few nicely aligned blocks in the starter area but expanding further away always lead to city blocks either having a patch exactly in the middle which prevents efficient processing, or having a city block cutting right through a patch (with the latter leading to the first because using bigger block). The prevailing wisdom dictates that, "supposed to" isn't really a concept that matters in Factorio. So I crammed in two more science so that I can automate bots. With city blocks you kinda need a goal for SPM 38 votes, 20 comments. 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. If you aim for modularity, don't put the stops with the frame of the city block. My personal route to city-block megabase was as follows: Decide on desired size of the base (2. As others have said, it allows you to reuse designs, making it much faster to scale up production. The key here is that it's constrained by a city block. The output stations will all supply a single component. Diverging diamond is meant for cars, and it's meant for a city road intersecting with a freeway. . I can also easily expand my module production, my mall and so on. You don't have to make them all the same, but you need to factor max Last mega base I did, I based it on a 15 chuck x 15 chunk "City Block". When you're designing blocks, try to have resources (trains) come in from one side and exit from one side. 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. Also made a BP with two stacked stations - sometimes 4 stations in a block aren't quite enough. I have blueprints for both cell types, so when I build a new city block I just determine which cell type i am standing in (CW or 100x100 City Block smelter design, designed early-game but should be able to support 4 blue-belts for late-game as well. Open to any improvement suggestions :) Blueprint: depends on size and demand for the bot usage. City Blocks completely changed how I play the game! Main Bus is way cleaner, and spreading everything into it's own space is fantastic. I don't yet have a proper city blocks base, so I'm sure I have made mistakes, but here's my thoughts. I have included the mall, a blank version so yall can populate the recipies yourself to fit your needs if you want, and my Cybersyn station block i use to provide the needed 80 votes, 21 comments. I also went with a smaller block. I decided to be pragmatic and not only use 1 city block but 4 for a production part. For example, having 2 blocks dedicated to iron production and 1 block dedicated to circuits and so on. Coverage doesn't have to be 100%. 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. By dedicating a block to circuits for example, you will have plenty of room to expand circuit production when needed without running into any other builds. Early Nauvis city block. City blocks absolutely do not need 4 lanes, just by their very nature of being a grid design. 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. Don't criss-cross on your block design for whatever you're building in that block. That's the final one. Community-run subreddit for the game Factorio made by Wube Software. For this tutorial, I use 1-2 trains, fairly small city blocks with 3x3 chunk center, and roundabouts. It's somewhat easier to design a grid-aligned blueprint when you start with chunk boundaries because you can just look at the chunk lines in grid view to guide you, but a 128x128 block doesn't actually tile any better than a 173x173 one (I'm sure some madman out there has managed an odd number of tiles somehow). For example the Speed Module1 block, I have three train stations. 10/10 would watch again. 0 will fix a lot of train issues anyway. I usually only play up until first rocket launch and then abandon the game, as I don't feel mega bases rewarding, they don't give me the itch the game up until that point gives me. There are some input blocks at the top that take resource from outside. I use 1-2 trains. Hello folks! I really want to try and build some semblance of a city block base before the new 2. It wasn't running at full capacity usually, but the thing could eat 2 blue belts of brick. 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. You have a single incoming power connection, which you connect to a breaker switch with an SR latch. I really like the city blocks from Nilaus and also wanted to use trains. Generally I don't recommend stackers. 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. My steel smelting array just fit (32 blue belts of iron ore) while all my other blocks fit very comfortably with space to spare. Regarding hexagons - I don't think they're really more efficient. There's plenty of space in the block so you should be able to fit beac 2 - I didn't like that not every block would have the option of rail access, unless I devoted half of my blocks to railroads. 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. I just spent a couple of weeks playing around in sandbox + editor mode designing my city blocks. g. " Rules. 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. 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. 100x100 is a bit small, but it's the great size if you want different blocks for train tracks and stations and factories. Soooo roughly 92x92 buildable area which is more then enough for pretty much anything. Mid game you probably only need a 1-2-1 coal train in and 1-2-1 plastic out. 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'll want roboport coverage. Do you run into an issue when copying/turning on snap to grid, that the 'grid' is always ~1/2 way into the first block you create when dropping the blueprint? This is my second pass at city block style, and I think I enjoy the organization. The problem with city blocks are the fuel supply of the trains, you can’t put a train station to every single block that has trains. I'm curious what you all think. I can't make a hard right from one train stop to the next on the same city block, but I can go from train stop to bypass, train stop to roundabout, and roundabout to train stop, bypass, or roundabout. Also better recipes. Train lengths. To me, city blocks are all about compartmentalizing sub-factories so that the rail network is the only way anything moves between blocks. How feasible is doing oil processing within the city block concept? The intention is for each city block to have one input train and one output train per block. A dedicated block just making space platform is very nice to have - 50k platform is more than enough for a new large orbital solar farm, or to jumpstart a new orbital base. For example, you put oil processing + plastic in one fixed size block and leave it. e. The neat lines make my brain go brrr. I am confused as to how I should approach this. City block from the start is a hard challenge, I agree. The train congestion will slow you down more than the extra distance if trains can maintain top speed. Plus the more space each block has, the more space is wasted if you don't go full megabase scale of production. You could, for example, have an entire column of blocks be 100 x 200, or 200 x 200. My problem is, in testing building a new block, I found that construction robots from the larger network were stopping to recharge in the neighbouring city block's network, and then entering the roboport, effectively joining the city block's network. Just completed an IR3 run using 50x50 city blocks and 1-1 trains. 6x the vertical rail connections of a the more common 100x100 blocks and each block has 1/10 to 1/4 the throughput of a 100x100 block. Either merge the blocks completely, or just belt items across the tracks (I did the latter). And you have very limited resources and power. Apr 6, 2024 · With city blocks you have to delete the shape of the terrain, and can't play on as cool of a map design, and everything is limited to what you could shove in, usually leaving a mostly empty square, and hard to work around station limits. Since the maximum distance betw I had secured myself a good area of real-estate to transition from belt mid-term based to city block base. City blocks 100x100 as well. When making blue cards for example, I'll combine two city blocks together by removing the separating rails. And all rails surround 4 city blocks 89 votes, 23 comments. I humbly… My city block blueprint includes concrete tiles covering the entire 5x5 block, 3 product-delivery (LTN) train stations along left side and 2 product-pickup (mostly LTN) train stations on the right side, dedicated 5-track stackers for the stations along bottom and top of the block, a RADAR centered along top and bottom to ensure visibility, and You can build your city block base near your original base and piece by piece replace parts of the original base with city blocks. 1) You have enough space. But you need to provide some way of having your main bus surrounding your blocks. Most people were asking specifically for the rails, but this blueprint has the whole thing including the walls and solar panels. I working toward a 1000spm mega base, and my base is basically city block style. Plus its highly scalable since trains are awesome, something a bus design struggles with. But, I'll never request something that is produced in the same city block - I'll just use belts or bots to get it there. This allowed me to shuffle them around to avoid ore deposits. Circuits scare the living shit out of me so a bit tentative to jump into This is based on a similar design i cam across but i have expanded upon it quite a bit, the biggest thing i needed was more assemblers and a nice Block-Based blueprint. You have all the tools for bus base right of the start, city block requires E1. I have yet to try city blocks. It is far from complete or perfect but it helped me greatly in expanding my last base. - Below that a 100x100 block with a factory. 370K subscribers in the factorio community. My new 4-Lane City-Block Design with full Roboport coverage, hope you like it :) It's designed to use LogisticTrainNetwork for easy Block to Block Navigation and Resource distribution. 360K subscribers in the factorio community. The best 2 lane intersections are rated around 1:40 trains per min while quad is 60-80. How bigger the bus the more cumbersome it becomes, city blocks don't suffer from that as much. I hope this helps you to decide on your city block design. You build them manually, so they are very differrent from usual endgame cityblocks. By encapsulating factories in blocks you can more easily plan a big factory without having to worry about how each process functions outside its city block limit. 5). One can chain this block for iron to get a steel production block (delivers 3. Every post must be about Factorio or of content you have made that is directly inspired by Factorio (such as fan 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. I have a rectangle block with roboports in the bottom left and upper right corners. Regarding the resource calculation, if you are not using mods like Factorio Planner, I'd go big. But I decided to learn train city block approach on smaller blocks. I started to work on a "Modular City Block" blueprint book. from there you just place the grid and factory parts. 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). Then I'll make the city blocks quite wide, perhaps 3:1 or 4:1 rectangles. Hey, I have 650 hours in factorio and playing every now and then since the first steam release. That will accumulate huge amounts of trains just for fuel and also be a waste of space. You can also use non-rail city blocks early and mid game. I wanted to give a shot to city blocks and i have made blue I am currently re-starting my SE run and I am planning on working with a 100x100 (96x96) city block design. This reduces interference and provides a clean interface from mining area to smelting block. 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. My blocks tend to be large. So keep that in mind. Usually people have at least blue science and bots before they start their blocks. This works well for K2SE as there are many different resources, but (mostly) fairly low volume. If you're using city blocks then you're (almost certainly) using trains. 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. 6x the horizontal rail connections and 1. With that configuration, each train has two paths through an intersection; straight or turn. 372K subscribers in the factorio community. If there's something special about your version, I'd love to hear about that too. is there any situation where you'd need more then 4 trains (3 in 1 out), one train per resource, for a city block? My thoughts are that city blocks are ment to be modular, and you will have say more red card blocks than red science blocks. Something that drives me absolutely bananas about some bases is when folks run belts or pipes across city block boundaries. The main novelty here is the use of single-width rail for city blocks. 371K subscribers in the factorio community. This arrangement allows up to 6 ingredients as a cell input with 1 output. 7k SPM, expensive recipes). I'm on my second vanilla playthrough with city block, and I created a system of blueprint thar work on three stages : First stage is the frame of the block Second stage are the edge stations. - And the next 3 100x100 blocks the same thing in reverse order. City block design is about designing specific sub factories building one specific output - aka plates go in, chips come out. 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 254 votes, 36 comments. 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. 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. The concept is that a quad lane provides more throughput. 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. All content must be related to Factorio This is a subreddit for the game Factorio. Then add roundabouts on the corners and signal everything up. 3 - I wanted the option of full roboport coverage of every block, but I didn't want the robots to automatically link blocks to each other. 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. but I needed a solar setup for my city blocks, and I wanted it to support robots and just be a drop in right over a robot ready city block. Over the years, I've upgraded from sphagetti to main bus to main bus+sphagetti. What you might end up with is a rail-block with unloading stations, feeding into a production block, feeding into a rail-block with loading stations. Bus is easier and will get you down to finish road faster than city block. Also from a aesthetic preference I see more beauty in the organisation and order than the chaos. In my current K2SE248K run, I'm doing a hexagon city block. Being fed by the adjacent stations, and outputting it's product there too. It is a derivation from the concept of splitting the factory, that has quite a few different versions even if most are based around trains. EG, if you're making engine units for blue science, you can either have 3 separate trains and stations for iron gears, iron pipes, and steel plates, or you can just use 2 trains full of iron and 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. I currently have a game with the same problem. This makes it less modular. They mostly consist of electrical grids, and radar and roboport coverage. I usually play rail worlds, so going large is just part of the game. Hey my fellow addicts, I was wondering how you guys manage ratios while making city block designs. It consists of some "components" for my last city block base (defense segments, rail segments, power poles, roboports, solar) based on Nilaus 100x100 absolute grid aligned block video. so, that your starter base does not interfere with your main. Main bus is just a stepping stone. For vanilla I would probably use larger trains and correspondingly bigger stations, and maybe more high-throughput junctions. So share/tell me about your favorite city block blueprint books. City block design is all about the intricate block design rather than the factory as a whole. And most likely define input and output sides. 373K subscribers in the factorio community. But in some cases, I'll use bigger blocks. 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. 100x100 is a good size for trains 1-4 with waiting zones for each Empty space in a city block isn't a sin but fill it with solar if you like. However throughout is based on intersection. Curious what others are doing. The blocks help me compartmentalise sections of the factory so I don’t get overwhelmed by the sheer scale of things. You'll need to plan ahead! 113 votes, 46 comments. Intersections are heart of city blocks. Up to 2-9-2 Train size. 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. 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. How many engines, how many wagons. Factorio developers: "Not having a sale ever is part of our philosophy. 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. So let say 4x4 chunk city block would use 4 to 8 belts in or 4 to belts out 8. One of the main reasons why is because they are so easy to isolate from the power grid. I have one such city block grid, which has dedicated grid squares with train connections, for building a bespoke train network that fits the landscape. Running city blocks/sectors also makes the game much easier, not harder. My stations end up at the top and bottom ends of the block, inside the blocks. So my question is, I have seen many people following city block-based systems and they always have some complicated intersections to avoid deadlocks. I layed out all the city blocks, my bots built them dutifully and secured all friggin borders. But how you want to process your blocks is up to you. Fits on a standard city block as made by Nilaus. But the loading / unloading stations are each a block and sit adjacent to the production. God damn I wish you had posted this earlier, but anyway it was a lot of fun designing it, now I see your U-Turn idea and im back to designing I guess :D will be fun to make it Each city block doesn’t have rails at the edge, but a concrete path. would post the actual blueprint but its 2:30am and I cant figure it out City blocks are usually without the built-in train system encircling them. 3 blue belts of steel) The delivery of ore can run on an independent rail line, without intersecting with other rail lines. 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. Double trains set feeding the same belts. For example Electronic Circuit (city block row 2) +-Copper Wire (city block row 1) +-Copper Plate (city block row 0) +-Copper Ore (mined at patch) +-Coal (mined at patch) Then all you need is a blueprint for your city blocks. I have a pretty solid understanding of general rail networks. And definitely, I almost exclusively used 1-1 trains in space. In my bp you don't need to look for any adjacent block. You use the Main Bus as the starting point to the City Block base. 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. +1. If you want to post about other things, there are subreddits for that. City Block uses rail to move items to and from itself. Dec 5, 2024 · I do not start city blocks until I have concrete and space to build such. So now I am building my own blueprints and moved away from city blocks. 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. then near that give a block a bunch of stations stacked together and named FUELING. Feels like Legos lol. decide on some basics. If you genuinely want to build city blocks, your concrete production will be insufficient. U can make it so that the rail of that block is station itself. If you combine bus&train/city block u can drag a bus forever. City Block base design allows you to trade space for modularity and consistency. For more complex mods (like SE, pan, kras) it becomes a bit of a problem; already enough to deal with However, I do use use chunk aligned rails that eventually form "geometric shapes" that are technically blocks. Not forgetting to signal the middle of your block. City block is when you build a network of railways in a shape of big square blocks where you build your factory in the squares inside the railways. 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. 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. Plop that into a calculator and see required throughputs. So you have a place that makes yellow belts. So leaf 1 is the first row, leaf 2 the second etc. 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. 342 votes, 49 comments. Last but not least, I'd treat the city block as it's own factory. The elevated rail can be used for an overpass so straight-bound trains don't have to stop for cross traffic. The way I designed it, a block makes one thing only. Nov 11, 2016 · "city blocks" with belts instead of bots can work. And because my blocks are large, the first factory ends up taking up only a few city blocks of space. It is up to you how to do it. City blocks is probably the simplest design there is. first make sure you have a good place to make fuel at. With so many items, logistically, I needed a city block base (well multiple of them, since there's large ones on Nauvis and Nauvis orbit, and smaller ones on other planets). 1-2 trains work great at that size with simple station 4 blcoks towards the inside of your block. I am playing more like a style where I can expand my smelting line easily if I need more. But a single city block is huge. 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. I'm not an expert, but I firstly made chunk-aligned rail blueprint book (straight and 3-way intersection, my hexagons don't need 4-way). Get the Reddit app Scan this QR code to download the app now Community-run subreddit for the game Factorio made by Wube Software. I feel the advantage of city blocks is lost in SE because in SE bootstrapping is king. Quad lane is useless once you are familiar with city blocks. I'd up a few pics but imgur is taking a crap. Some time ago I even built a 90 spm factory with a main bus surrounded by the factories and the railways like Nilaus did in his great videos. I chose that for a several reasons: Artillery installs will auto fire up to ~8 chunks. Deciding factor for me was a realization that bigger blocks have almost nothing significant to offer compared to what can be achieved by combination of several smaller blocks. This is designed to work with up to 1-4 trains, 2 lanes each direction, and dedicated blocks for rails similar to Nilaus train world. 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. The block is 3x3 in-game chunks (96x96 tiles). It's just trains that make it complex as they don't quite fit the simplicity and compact sizes. Nilaus really ruining Factorio for me. Instead design in mind with up to 1-2 belt of items in/out per chunk of city block length. Besides that, city block is an organizational concept, not a logistical one. If you can't fit everything into one block then unload in another I've been playing Factorio since 0. I prefer a less restrictive set up. I think a city block build is great if you are going for the achievement of not using logistics network. Main bus and city grid are kinda orthogonal solutions to the same problem. If you're using trains to move everything then you don't need isolated bot networks and would need a global bot network for new construction (and probably train fueling. 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 im currently trying to make a nice clean copy paste template for city blocks. Make things expandable instead of overbuilding it. Much bigger city blocks can include train tracks directly in them. If you need a city block design, you know you need one and why. I'm on my second attempt at space exploration and i'm at the phase where i need to scale a lot, and i keep making the traditional bus design. Either way works. Straight-bound traffic has to wait for other straight-bound traffic. This is the reason why I had to switch back to 3x3(100x100). What's really conflicting is that I don't like the city block approach but it is hard to argue with how clean it looks. But after finding Nilaus on youtube I decided to give the city block play style a go. Or make a way in to the station. You get interconnectivity between all these squares where your factory is distributed through this network of trains so you can more easily scale your factory up. Once the Mainbus Area starts outputting enough assemblers, inserters, rails, modules, and all the various parts needed to set up your City Block you move to City Block. I should actually make a screenshot of the blank cells instead (i hope these cluttered screenshots make sense). Traffic light timing is also a big element of diverging diamond design. Don't put all the smelters and circuits next to each other. Well in SE I went for micro blocks, not city blocks. 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. This way you can rate your trains to be about 1-2 belt per wagon per min. Members Online • Lend me your Wisdom reddit - City Block Megabase 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. But whenever I had seen people speak of City Block designs, then yes, the idea was that the block itself was a self-contained unit that could be stamped anywhere in the gri 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). I just finished a city block megabase and I used blocks the size of 2 radar areas. Very nice, freaking city blocks man! I was literally incapable of getting to Rocket tech because I kept utilizing my space in a way that made expansion really difficult. Basically, I wanted all of my bots to function only within preset domains City block designs particularly carry the pressure that something should get a city block if you'd be willing to dedicate a train and station to it. If you're using it with city blocks, it might be easier to have alternating one-way lanes instead. Keep it in one city block (or maybe two adjacent ones, not connected by trains but underground pipes) as long as it fits. This should leave plenty of room in the 3 input, 1 output case. With grid on, I am using 4 full grid blocks, so I think 400x400 for me. Once you get your city blocks going, you can start dismantling the base. A complete oil setup for 45SPM isn't all that big. Just keeps everything organized. Make each block create as many resources as possible, so that you can fill a train fast. Now I wanted to place my actual first city block containing rails and it turns out, they are off to the already laid down city blocks by 1 tile. Best of luck, they are quite fun building and watching, and signaling is surprisingly easy. Green Circuit city block It's close to that. This is no bueno for a backbone hub (OTTD terminology), which is what the intersections in city blocks are. I tried to plan a factory by using train city block blueprints by Nilaus. Note: May be good to know that what I nearly always do with city block is build it in the same manner as a dependency tree. Inputs are south on the city block, output is north. Also in SE+K2 you are heavily incentivised to rebuild things with beacons and high level prod mods + better buildings. City blocks also don't need roundabouts, and shouldn't have them. Roboport coverage and labels enabled, labels show what is being produced in each of the blocks. Features. Jan 5, 2025 · City block gives you clear space indications but it was created more for the visual aspect than for its usefulness to the player. Apr 19, 2018 · Hello everyone ! Some of you may already have seen it from the Reddit post made by Nilaus but I wanted to share my recently finished base here also. This design produces 12 blue belts of green circuits, feeding a train station built for 1 locomotive and 3 wagons. the trains all get schedules that have them go to the nearest FUELING I'm considering either no-left-turn RHD grid or offset-square (the one where city blocks are offset half their size across one axis, which makes T-only intersections). dttaqe vgkkuj ckzhs uwusxs bzwxoe ypg txgymy ybkn nrbik maro zhxo cgwzwo hurmtb rqf lxdfhu