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Nilhaus: "And that level of abstraction becomes incredibly useful..." Me: "I think Nilhaus might be a software engineer." Nilhaus: "We only deal with the inputs and the outputs" Me: "Seriously, the guy must be a dev." Nilhaus: "It's based on service oriented design..." Me: "I KNEW IT!"
Anything can work. Having a neat factory only means you can see at a glance of your large map & minimap where everything is. It can be spaghetti but if you are to come back after an hiatus, you'll wonder wtf is going on in that world. ;D
As much as I love this idea, I do have to ponder on the disadvantages. The two that come to mind most are, as you mention, that cityblock is not very space efficient. Another though, are actually the massively large logistics networks. While I do find the novelty of being able to have one singular network to be interesting, in a practical standpoint, they become increasingly impractical the larger the network becomes. It's not an issue as long as you aren't relying on bots for anything more than construction. But that still means you are giving said bots more and more distance they need to travel to complete those simple jobs. So... The solution I've decided on, and one that I am currently trying to put to the test, is to limit the modular design for constructions that would require large arrays... This being namely railways and solar arrays. I designed my blocks in the same 100x100 setup you have here, but rather than use the same block for my railways, I actually designed the tracks to act as a sort of border to the city block. By doing so, I can essentially create chunks of city block, each with the capability of being either included into a larger roboport network, or alienated into its own self-contained system. By doing so, I feel like the most adventageos perk is being able to create modular builds without limiting them to the size of a single city block. For example, I really love my oil refinery blueprint, but it's size is something akin to a 2x2 city block space. Rather than being forced to downscale it to fit the modular build, it's much easier to lay out the bordering rail line to leave a 2x2 of empty space, and drop the refinery into the grid in whatever orientation would make the most sense for the rail traffic. Another advantage of this is that I have two versions of the rail modules. One with roboports, and one without. With the ports, they would very smoothly fit into the perfect grid like you use here, and are ideal for the initial grid construction. However, if later on I decide there is a section of the network that I wanted to isolate, to use its own personal logistic drones, I have that ability to do so without compromising any other sections of the network. This has been easily the longest UA-cam comment I have ever written, but I do hope to provide some more thoughts for people who are interested.
@@americankid7782 he uses rail city blocks as borders. Sometimes connecting roboport to the greater network, sometimes not. Isolate robo network can be helpful because for example drones will traverse the whole map to group an item into a yellow box that already has the item
For the logistics network concern, can't you isolate the networks with a single tile separating them, then make some chests to interface between the adjacent networks as needed? I started to do this on one of my playthroughs, it seemed to work nicely
I had the same design EXCEPT: 1. the blocks are smaller so it's more viable for freeplay 2. The whole system works *Just In Time* - The player specifies what he needs with a const combinator, the blocks pick up the order and distribute it equally, calculate the exact ammount of materials they need to produce and send a request for the materials which then gets picked up by other blocks. The process continues recursively down to basic resources like copper and iron plates. The trains get loaded with the EXACT ammount of resources requested and get delivered to the right blocks. When all is done a train delivers the complete order to a chest buffer near the const combinator that was used.The basic purpose of all this is to reduce pollution and overproduction while allowing modularity and easy scaling 3. Each block has a small chest buffer and tries to maintain a base quantity of finished product in it for small requests (so that it doesn't have to call a train to produce ex. 1 steel). The buffer is what makes it JIT and not On Demand All done in vanilla.
Sounds like a cool system but it won’t reduce your pollution in the long run. It’s almost impossible to destroy or waste items in a science factory, and as it runs the percentage of resources produced that haven’t already been spent on science will approach zero. Any overproduction in any module will eventually fill all buffers and back up, because you won’t produce any items that don’t have anywhere to go. So every factory inevitably only produces what it needs, regardless of the distribution method
@@noahdiluca9857 I beg to differ. Especially when using a main bus it could take thousands of items before the bus backs up. Items that just sit there and are never used. The transport belts themselves cost a lot of iron. Effectively it's a lot of wasted pollution. But that's not all. Biter attacks get more difficult the more pollution you generate. The bigger the attacks the more resources it takes to defend. More ammo, turrets, walls, military research, more buildings to repair and replace... More pollution to combat the effects of pollution. Which further accelerates biter Evolution. This is why the efficiency modules are so good. The idea fails for different reasons. Which is why I havent posted the blueprints. Main bus is just better. I actually played a death world using this design a while back. - it requires more space = more trees destroyed, larger area to defend - it uses complicated circuitry. It would take a short guide to teach someone how to use it - connecting the wrong wires by accident can require a manual reset of several blocks. Happened to me more than once - high initial cost to setup - not compatible with main bus. Once you research trains and combinators it requires a total re-structuring of the base - dozens of trains going all over the place. Forced to use designated safe crossings So yeah. Mods could help solve some of those problems, but the idea was to do it without mods. As it is I myself think the main bus is more practical for survival, even if it's less efficient resource-wise and way less cool
I got like 4 blocks in making the city block outlines, then REALIZED I was off on trains by one block and I was like THANK GOD It happened in the first few!
yeah....I was about 100 in before I realized. Not like it took 4 attempts to get the tiling right either. I have a love-hate with city blocks. Evidently I just can't count to 100 consistently.
I think a build for producing modules would be a good idea for a future master class. All of your builds have a late game version using lots of beacons and modules, and it would be nice to have a build producing modules for different points in the game.
Modules are pretty simple. It's 3 recipes. With a ratio of 12:6:3. You can start with assembler 2. use 12 assemblers for module level 1, 6 for level 2 and 3 assemblers for the max tier level module. If you speed up the assemblers with speed modules or beacons, distribute the affect evenly. Once you're ready to replace the tier 2 assemblers with tier 3, replace all of them at the same time. Start by supplying a red belt each for green,red,blue circuits, and upgrade them to blue belts once you have them.
I think is my most favorite concept by you. It keeps things organized and the services architecture keeps things nice and modular. Saves you from the pain of converting a monolith into a SOA.
This is a great video, just like your other master classes - been looking forward to a masterclass about City Blocks for a while. I wish you had gone into more detail about how the system works: for example, each station city block has 6 stations, how do you choose which ones are inputs and outputs? Do you sometimes use the 6 stations offloading to one side? Where do you choose where you output something? How do you integrate this with other, more complex mods? How about separate logistics networks? I think there's so much to talk about this very interesting and modular design, but the video felt like it glossed the intricate, meaty details. Regardless, really cool way to succinctly explain some of the basic concepts. Well done!
@@chloewebb5526 no, you would need to be able to deliver 120 UPS at normal speed to get 60 UPS at double speed. the reason it slows down is because your hardware does not permit it
@@chloewebb5526 your computer physically can’t process the game at normal speed, that’s the problem. You’d have to skip frames if you wanted to run it “in real time” which isn’t possible in factorio
@@chloewebb5526I guess you can't do that as Factorio needs that 60fps to process everything as the entire calculations are based on 60 ticks per second, hence the 60fps requirement. Letting it run faster would mean every machine will work faster. Imagine letting it run at 300fps. Your mines would work 5x faster, as well as every belt, machine, inserter, train and your character's runspeed as well. That would be harder to offset using timing in the code to reduce the speed of evrything back to a supposedly 60fps. You would simply consume more electricity because your computer works harder without actually any benefit at all. And it adds extra frustration as your framerate wouldn't be a constant 300fps but goes up and down, putting everything out of sync in the end. Your timer setups using circuits would not run accurately and using blinking lights for example would require extra circuit designs to compensate for the framerate differences. With a constant 60fps, you know you need your timers to be setup with 60 ticks per second. With a variable framerate, your circuits need a variable input as well to compensate and still won't be accurate as the framerate changes during the counting of the ticks, making it virtually impossible to do anything accurately.
That's the thing I love about factorio, when I first looked at this I was like: "omg that's a monster, I can't even tell what it is, let alone how to build it". Then I look at exactly what it is, and what components it requires to function, then I'm like: "heh, I can make that." It's a game where you can easily get lost in the forest, so it's easier to focus on one tree at a time.
When I plan on growing my base, the zoomed out view gives me a great way to design the smelting, main buses, production area and build out the trains and solar around it. Thanks for this. It helps me build a better base design. Your city block design is excellent way to structure builds and pre-plan the base. I usually stop it at 18 min 46 second to see how to design my own.
I know this video is old. I’m an old factorio player come back after a long time cause I’m bored. Seeing of your well-made, very organized, informative videos is amazing. Keep up the good work!
20:19 I'm here because I suffered enough with the back feeding of the hybrid spaghetti main bus. I don't like structure, but this game has beaten me up enough that I want structure now...
I remember learning about the solar panel and accumulator ratios and deciding I can just have blocks of solar panels and blocks of accumulators. Eventually you'll be at the ratio, but then you need more power and the ratio dies anyway no matter what. So you can have a block that has a close-to-ratio solar/accumulator design, or you can just have blocks of solar panels and blocks of accumulators and just add whichever one you need next.
Just wondering if you will ever do an updated "base in a book", now that you can actually make it a base in a single book with the new blueprint functionality.
@@Nilaus Welcome world is already very good. But maybe the most recent one could be added in one book. Amazing work and teaching by the way. I got addicted, again ...... :P :PPPPPPPPP
either u r a mind reader or u just get how to create these tutorials in a concise yet extremely useful way. It seems as if u answer my questions as they arise in my consciousness. Like many, I like to make it my own so I dont simply copy you. However, your tutorials help me improve each time through and I am grateful. Thanks!
@@Nilaus sorry then. I assumed wrong😅 Also you have made the designs so perfect that anything I do now is worthless. I still refuse to copy any of your work but I admire your designs and I am trying new and creative ways always Thanks
I only recently discovered this game when I quit working late last year. Your base is so structured and orderly compared to what I have been building and this pings my orderly brain. Seems late to say thanks for the guidance and information but thanks.
Love the content. It really helps me out when I get stuck on something in the game. I've been playing it blind for as much as I can cause I prefer to learn on my own(which has caused my play time to skyrocket factorio is about to be my most played game) But whenever I do need help I know I can turn to your videos to find a freaking super in depth description on how stuff works.
Love having the concepts behind the blueprints unpacked. I know Nilaus gonna Nilaus, but I miss the bare sand under your design showroom in the masterclass world. Better contrast with the entities (n:
Weirdest thing, about 30 mins ago got recommended and watched your original city block video, "Building a City Block Blueprint", and now you upload this.
This is a great concept of building the base. I‘ve found the solution for the most my problems in game. Thanks for great information and especially for the blueprint book. 👍🏼
This design seems much cooler than using a main bus, which can be a pain sometimes as you need to add extra belts in between later on when throughput isn't enough. I'm gonna try and setup a similar cityblock system to use in my own base and start working with that. Thanks for explaining how it's being setup and showing some different setups for materials along the way like a smelter setup, nuclear setup, circuit setup and more. I was starting to get bored in my current base but with this new approach, I'll be able to expand it alot better as I have belts running through my base everywhere, transporting bullets and cannonshells to my defense lines, plastic from my refineries to my main bus and such spaghetti.
As he says, this isn't instead of a main bus. The main bus is still the heart of the mid-game build. It is only when the main bus is big enough to supply the needed resources that you move into city blocks for the end game (of course, some good planning of your main bus allows you to readily convert elements into blocks when you get there)
THANK YOU!!! I found a blueprint book on Factorioprints that had city blocks, but they were huge and didn't include a train system, so I was fumbling around like mad
Nilaus, if you are unaware of them, you may be interested to learn about the existence of Egyptian cubit rods. They essentially served the same purpose as your "measuring stick" here.
I really like this base idea, I think I'll do this. However, I'll probably get rid of a couple of sacred paths for the sake of longer trains. Either that or I'll just make bigger blocks
oh boy i just wanted to get the blueprint and : ------ This paste has been deemed potentially harmful. Pastebin took the necessary steps to prevent access on September 24, 2022, 11:18 pm CDT. If you feel this is an incorrect assessment, please contact us within 14 days to avoid any permanent loss of content. ----- something broke there
26:44 - aww, I'm busted. I promise it wasn't your fault... I was just tired, and the regularity of it all was soothing. :) (But I guess I was awake enough to hear and respond to that phrase!)
Have you experimented with neighbourhoods in the city? Then train highways connecting neighbourhoods? That could make the train network more efficient. Like if you had a chip neighbourhood, it could have all the inputs for green, red, and blue chips (each on their own blocks) and have its own set of trains to bus around parts internally between blocks, and then a main input and output hub to export the chips and import the raw materials. Adds another layer of encapsulation which could be fun.
Once again really great video. I absolutely love this Factorio Master Class series. I dont always use the blueprints you provide but I learn a ton from each one of these videos so thank you for them.
Can you show us how you keep trains from running out of fuel? Do you refuel the trains on every pick up or drop off, or do you have a station that refuels them?
Hi Nilhaus, thanks for these masterclasses, have the game since 2016 (still follow some of the classic content creators from that time). Restarted now as it has released... sad part I can't do blueprints yet (Hotbar or I have to open an old game but.. choices) Does help a lot these series. Subscribe and all notifications. Thank you!
While I was watching the video, I had a few moments, where I thought "Oh, this reminds me of SOLID thingy...", and then you mention the software design xD
I'm attempting a hexagonal city block layout by offsetting every other row. This lets trains have an extra axis of travel, and allows each block to have 6 neighbors without corner contention.
"This paste has been deemed potentially harmful. Pastebin took the necessary steps to prevent access on September 24, 2022, 11:18 pm CDT. If you feel this is an incorrect assessment, please contact us within 14 days to avoid any permanent loss of content." (c) your blueprint link
Since you mention there is a lot of dead space I'm wondering if you could subdivide a 100x100 city block into 50x50 & 50x100 quadrants with narrower less-then-holy-pathways between them so you could subdivide in an organized way for things that won't take up much room (like the lubricant you showed at 23:32). I know this breaks up the service oriented design philosophy but would allow you to make it more compact and still organized. Great content on your channel by the way. I'm learning a lot! Cheers! :)
Thanks for another super nice tutorial. I really like how symmetric your train megabase looks! I might go back and actually watch the series to learn how you actually built that, must had a lot of planning in it. I like the SOA take on it. Regards from another SOA veteran. ;-)
I'm a big fan of large trains. Just out of curiosity, could you make stations across say, 2 or 3 city blocks to accommodate larger trains, or is it too much hassle?
You can increase the size of the city blocks to accommodate the larger trains, just make sure to have good throughput to fill up the train in a reasonable amount of time!
I really like the welcome to factorio base design hence im rebuilding it in my world. However arent that a bit too much smelting columns for steel and too little for iron? According to my calculation you would need 22*13 furnaces for all iron and 10*13 for steel. Comparing it to your layout youre using 15 rows to produce steel essentially over producing steel and under producing iron. Or did I mess up?
"All these squares make a circle." XD Still, 100 x 100? Great concept. You could essentially fit most anything in a 'city block' that you'd need. But hey, I've already watched some of your other videos. Overall simple rule! Input (A), initial production (B), final product (C). If A>/=B>/=C Then OUTPUT=True I'm using a smartphone for this. Apologies for the lack of a proper greater than or equal to symbol.
oh boy did i mess up. i wasnt sure what you meant by the rails not lining up at first but now i know. i spent the past 2 days expanding my city blocks trying to get a big area to work with. so i placed about 25 blocks, started getting the smelters in place and then i go to place the rails and no matter what i do, i cant get them to center on the blocks. then i realized i was going to have to move my ENTIRE base over by a single freaking block. heres to another 5 hours afk while my robots move a whole base, concrete and all.
4:25 single responsibility principal applied to Factorio … Which I guess is related to "service oriented" as you called it a bit later in the video, but SRP was the first thing I thought of.
I work as an integration developer and I have to admit, hearing "Service Oriented Architecture" while chilling after work was... unexpected. Kudos for the implementation, Nilaus, trains seem like a much difficult transport to use than HTTP. P.S. I would say that city blocks are more of a Microservice Architecture, as Service Oriented is integrated with an Enterprise Service Bus (ESB), while here we have a greater degree of service decoupling characteristic of microservices
_at standup tomorrow morning_ "So what did you accomplish yesterday?" "I... uh.. spent some time learning about service oriented architecture. Yeah, that's what I did."
Hey, I'm new and thank you so much for your masterclasses, it helped me so much. Anyways, I'm wondering if you could make a tutorial on circuit networks and bots, it's really overwhelming. Thanks!
I come back to this after 3 years and realize that the blueprint I made back then when I watched the video has all the power poles one tile too close to the sacred path, so all my robo ports inside the block have a tiny bit of overlap.
I wouldn't mind seeing an updated LTN tutorial and how it could be used on both this playthrough and the other one you highlighted. I just started using City Blocks and love them, I used two of your blueprints, one from a welcome series, and it was off by one tile for roboports to connect. I then moved to the one from your train megabase, which was a main to rip everything up and put back down that I just started over. Will you be putting your blueprint books into a blueprint book for sharing so that those that come later can get all of them at once? Just for the master class that is.
Can you please make a video or a presentation of all the blueprints used in this video ? At least the ones for the train rails, because I want to do something similar to my world.
If the first block must be aligned with the the train line, but we want to make oil fields fall within a single block, but oil fields are placed randomly, what should I do? Should I leave little rectangles of unused space here and there? Seems an oil field could span more than two blocks.
Why 100x100 and nit 96x96? That would be grid aligned (F5 to see the grids/chunks). I replaced my ENTIRE factory because I discovered this. Took the bots about 2h... lol
I was wondering about your solar design, as its different than what you have in your blueprints available. Is the one used in the video for a whole block not as efficient as the ones in your blueprint? A video on how to design a solar field would be awesome
Perhaps the alignment during import goes wrong, as the BP's do not connect well. The power poles on each bp are 1 off. You can see this by centering the bp and then scroll through all off them. This even happens when you first place a bp with a train track.
How long did this megabase take to build and what setting is your world on? It is insanely impressive! I am on my first playthrough and just playing on default. I have so many massive lakes around my base, I'm going to need millions of landfill blocks by the looks of it.
oh man, the first time I try to set up a base with city blocks is also the first time i've decided to use mods... looks like one of the mods i'm using gives power poles an extra 2 length and i decided to try to make my own ruling stick, so now that i'm up to roboports everything is fucked D:
All Master Class Blueprints are available on FactorioBin
Overview and direct links to all Blueprints: nilaus.atlassian.net/l/cp/HBEUm524
(Pastebin links no longer work)
Thanks for giving updates on every single blueprints. Started playing Factorio and your channel is helping me understand and enjoy the game.
Pastebin removed the blueprint. Error msg says, "This paste has been deemed potentially harmful. Pastebin took the necessary steps to prevent access on September 24, 2022, 11:18 pm CDT. If you feel this is an incorrect assessment, please contact us within 14 days to avoid any permanent loss of content."
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this link stopped working too :(
idk if its an update thing but some of the blueprints seem to be missing. i dont see the concrete versions.
"Getting around the base easily without hitting any power poles." Nilaus 2020
You can lie to us, just don't lie to yourself.
lolol
haha well i dont think anyone who drives inside his factory doesn't crash into some structure. xD
That is, if you don't check your cellular bananular phone's map while driving. :)
Lol .... I’m new at the game, glad to hear this isn’t just me.
I wonder how many power poles spidertron saved from destruction?
Nilhaus: "And that level of abstraction becomes incredibly useful..."
Me: "I think Nilhaus might be a software engineer."
Nilhaus: "We only deal with the inputs and the outputs"
Me: "Seriously, the guy must be a dev."
Nilhaus: "It's based on service oriented design..."
Me: "I KNEW IT!"
-h 😫
*H*
Single-responsibility principle :D
yeah web developer. As mathematic i see ton of uneficiency and little to none self-balancing.
And 100x100? Instead of 4x4 chunks?
"found the programmer!"
*Looks in the mirror*
"... I mean the other programmer that is not me"
General rule with building factories: If it looks like a circuit, you're doing something right. ;D
What if it looks like one hundred cables that had been in a pocket for a week?
@@diablo.the.cheater You're getting somewhere. The spaghetti is just a side-effect. ;)
@@muffinman2546 as long as the factory is growing all is well
Anything can work. Having a neat factory only means you can see at a glance of your large map & minimap where everything is. It can be spaghetti but if you are to come back after an hiatus, you'll wonder wtf is going on in that world. ;D
No-one that builds real factories thinks like that
As much as I love this idea, I do have to ponder on the disadvantages. The two that come to mind most are, as you mention, that cityblock is not very space efficient. Another though, are actually the massively large logistics networks. While I do find the novelty of being able to have one singular network to be interesting, in a practical standpoint, they become increasingly impractical the larger the network becomes. It's not an issue as long as you aren't relying on bots for anything more than construction. But that still means you are giving said bots more and more distance they need to travel to complete those simple jobs.
So... The solution I've decided on, and one that I am currently trying to put to the test, is to limit the modular design for constructions that would require large arrays... This being namely railways and solar arrays. I designed my blocks in the same 100x100 setup you have here, but rather than use the same block for my railways, I actually designed the tracks to act as a sort of border to the city block. By doing so, I can essentially create chunks of city block, each with the capability of being either included into a larger roboport network, or alienated into its own self-contained system.
By doing so, I feel like the most adventageos perk is being able to create modular builds without limiting them to the size of a single city block. For example, I really love my oil refinery blueprint, but it's size is something akin to a 2x2 city block space. Rather than being forced to downscale it to fit the modular build, it's much easier to lay out the bordering rail line to leave a 2x2 of empty space, and drop the refinery into the grid in whatever orientation would make the most sense for the rail traffic.
Another advantage of this is that I have two versions of the rail modules. One with roboports, and one without. With the ports, they would very smoothly fit into the perfect grid like you use here, and are ideal for the initial grid construction. However, if later on I decide there is a section of the network that I wanted to isolate, to use its own personal logistic drones, I have that ability to do so without compromising any other sections of the network.
This has been easily the longest UA-cam comment I have ever written, but I do hope to provide some more thoughts for people who are interested.
putala rit etina kuda, fason putin lintakinsa. widert isan das cik, BUDIKER LA FANA. murtiher leheme...
@ItsDarthChaos do you have a link to screenshots for reference? It’s kind of hard for me to figure out what you mean.
@@americankid7782 he uses rail city blocks as borders. Sometimes connecting roboport to the greater network, sometimes not.
Isolate robo network can be helpful because for example drones will traverse the whole map to group an item into a yellow box that already has the item
For the logistics network concern, can't you isolate the networks with a single tile separating them, then make some chests to interface between the adjacent networks as needed? I started to do this on one of my playthroughs, it seemed to work nicely
I had the same design EXCEPT:
1. the blocks are smaller so it's more viable for freeplay
2. The whole system works *Just In Time* - The player specifies what he needs with a const combinator, the blocks pick up the order and distribute it equally, calculate the exact ammount of materials they need to produce and send a request for the materials which then gets picked up by other blocks. The process continues recursively down to basic resources like copper and iron plates. The trains get loaded with the EXACT ammount of resources requested and get delivered to the right blocks. When all is done a train delivers the complete order to a chest buffer near the const combinator that was used.The basic purpose of all this is to reduce pollution and overproduction while allowing modularity and easy scaling
3. Each block has a small chest buffer and tries to maintain a base quantity of finished product in it for small requests (so that it doesn't have to call a train to produce ex. 1 steel). The buffer is what makes it JIT and not On Demand
All done in vanilla.
Would you care to share your blueprints? That sounds really interesting
Sounds like a cool system but it won’t reduce your pollution in the long run. It’s almost impossible to destroy or waste items in a science factory, and as it runs the percentage of resources produced that haven’t already been spent on science will approach zero. Any overproduction in any module will eventually fill all buffers and back up, because you won’t produce any items that don’t have anywhere to go. So every factory inevitably only produces what it needs, regardless of the distribution method
@@noahdiluca9857 I beg to differ. Especially when using a main bus it could take thousands of items before the bus backs up. Items that just sit there and are never used. The transport belts themselves cost a lot of iron. Effectively it's a lot of wasted pollution.
But that's not all. Biter attacks get more difficult the more pollution you generate. The bigger the attacks the more resources it takes to defend. More ammo, turrets, walls, military research, more buildings to repair and replace... More pollution to combat the effects of pollution. Which further accelerates biter Evolution. This is why the efficiency modules are so good.
The idea fails for different reasons. Which is why I havent posted the blueprints. Main bus is just better. I actually played a death world using this design a while back.
- it requires more space = more trees destroyed, larger area to defend
- it uses complicated circuitry. It would take a short guide to teach someone how to use it
- connecting the wrong wires by accident can require a manual reset of several blocks. Happened to me more than once
- high initial cost to setup
- not compatible with main bus. Once you research trains and combinators it requires a total re-structuring of the base
- dozens of trains going all over the place. Forced to use designated safe crossings
So yeah. Mods could help solve some of those problems, but the idea was to do it without mods. As it is I myself think the main bus is more practical for survival, even if it's less efficient resource-wise and way less cool
I got like 4 blocks in making the city block outlines, then REALIZED I was off on trains by one block and I was like THANK GOD It happened in the first few!
yeah....I was about 100 in before I realized. Not like it took 4 attempts to get the tiling right either. I have a love-hate with city blocks. Evidently I just can't count to 100 consistently.
@@beanstalk1309 I still can't count to 100, I had to count to 10 x 5 And then double it
I also found out the hard way. Nilaus calls it the elephant in the room. I respectfully disagree. It is a mammoth in the room.
What's the big deal about being one block off?
@@mintoness62 OCDness 🤝
So city blocks do follow the SOLID principles of software development 😅
Dude you're like a microchip engineer designing GPU's at nanoscale.
This is insanity. This is art.
I think a build for producing modules would be a good idea for a future master class. All of your builds have a late game version using lots of beacons and modules, and it would be nice to have a build producing modules for different points in the game.
Modules are pretty simple. It's 3 recipes. With a ratio of 12:6:3. You can start with assembler 2. use 12 assemblers for module level 1, 6 for level 2 and 3 assemblers for the max tier level module. If you speed up the assemblers with speed modules or beacons, distribute the affect evenly. Once you're ready to replace the tier 2 assemblers with tier 3, replace all of them at the same time. Start by supplying a red belt each for green,red,blue circuits, and upgrade them to blue belts once you have them.
I think is my most favorite concept by you. It keeps things organized and the services architecture keeps things nice and modular. Saves you from the pain of converting a monolith into a SOA.
(misplaced roboport) _don't look at it don't acknowledge it_
😳
Video is unwatchable as soon I saw it. Literally went down to the comments to find this comment
he mentioned it, but moved on quickly
This is a great video, just like your other master classes - been looking forward to a masterclass about City Blocks for a while.
I wish you had gone into more detail about how the system works: for example, each station city block has 6 stations, how do you choose which ones are inputs and outputs? Do you sometimes use the 6 stations offloading to one side? Where do you choose where you output something? How do you integrate this with other, more complex mods? How about separate logistics networks?
I think there's so much to talk about this very interesting and modular design, but the video felt like it glossed the intricate, meaty details.
Regardless, really cool way to succinctly explain some of the basic concepts. Well done!
The most impressive part of this is that that massive base runs at 60 UPs..
cant we fiddle with the files to force the game speed up a bit to compensate for a less-than 60 ups figure? I mean... hardware permitting, that is lol
@@chloewebb5526 no, you would need to be able to deliver 120 UPS at normal speed to get 60 UPS at double speed.
the reason it slows down is because your hardware does not permit it
@@chloewebb5526 your computer physically can’t process the game at normal speed, that’s the problem. You’d have to skip frames if you wanted to run it “in real time” which isn’t possible in factorio
@@chloewebb5526I guess you can't do that as Factorio needs that 60fps to process everything as the entire calculations are based on 60 ticks per second, hence the 60fps requirement. Letting it run faster would mean every machine will work faster. Imagine letting it run at 300fps. Your mines would work 5x faster, as well as every belt, machine, inserter, train and your character's runspeed as well. That would be harder to offset using timing in the code to reduce the speed of evrything back to a supposedly 60fps. You would simply consume more electricity because your computer works harder without actually any benefit at all. And it adds extra frustration as your framerate wouldn't be a constant 300fps but goes up and down, putting everything out of sync in the end. Your timer setups using circuits would not run accurately and using blinking lights for example would require extra circuit designs to compensate for the framerate differences. With a constant 60fps, you know you need your timers to be setup with 60 ticks per second. With a variable framerate, your circuits need a variable input as well to compensate and still won't be accurate as the framerate changes during the counting of the ticks, making it virtually impossible to do anything accurately.
That's the thing I love about factorio, when I first looked at this I was like: "omg that's a monster, I can't even tell what it is, let alone how to build it". Then I look at exactly what it is, and what components it requires to function, then I'm like: "heh, I can make that." It's a game where you can easily get lost in the forest, so it's easier to focus on one tree at a time.
When I plan on growing my base, the zoomed out view gives me a great way to design the smelting, main buses, production area and build out the trains and solar around it. Thanks for this. It helps me build a better base design. Your city block design is excellent way to structure builds and pre-plan the base. I usually stop it at 18 min 46 second to see how to design my own.
Keep up the great work!
I know this video is old. I’m an old factorio player come back after a long time cause I’m bored. Seeing of your well-made, very organized, informative videos is amazing. Keep up the good work!
20:19
I'm here because I suffered enough with the back feeding of the hybrid spaghetti main bus. I don't like structure, but this game has beaten me up enough that I want structure now...
I remember learning about the solar panel and accumulator ratios and deciding I can just have blocks of solar panels and blocks of accumulators. Eventually you'll be at the ratio, but then you need more power and the ratio dies anyway no matter what. So you can have a block that has a close-to-ratio solar/accumulator design, or you can just have blocks of solar panels and blocks of accumulators and just add whichever one you need next.
Just wondering if you will ever do an updated "base in a book", now that you can actually make it a base in a single book with the new blueprint functionality.
I don't think so, but it is an interesting idea with the new blueprint feature :D
@@Nilaus Welcome world is already very good. But maybe the most recent one could be added in one book. Amazing work and teaching by the way. I got addicted, again ...... :P :PPPPPPPPP
Yo that pfp is cursed
@@Nilaus well that aged well, lol
Would love a masterclass on LTN and train stations and junctions
Believe he's done LTN video's before
Welp.... he has one now
Getting ready to use city blocks for my next base.
either u r a mind reader or u just get how to create these tutorials in a concise yet extremely useful way. It seems as if u answer my questions as they arise in my consciousness. Like many, I like to make it my own so I dont simply copy you. However, your tutorials help me improve each time through and I am grateful. Thanks!
I think you could make a quarter block blueprint and the things that don't need a whole block could go on a quarter block. Might look pretty cool.
Dear Nilaus, you have reached a crystallized form of design (also called as meta).
It is truly a german way of playing this, a game of efficiency.
I am not German so that is weird that I have achieved a "truly german way of playing"
@@Nilaus sorry then. I assumed wrong😅
Also you have made the designs so perfect that anything I do now is worthless. I still refuse to copy any of your work but I admire your designs and I am trying new and creative ways always Thanks
I only recently discovered this game when I quit working late last year. Your base is so structured and orderly compared to what I have been building and this pings my orderly brain. Seems late to say thanks for the guidance and information but thanks.
Love the content. It really helps me out when I get stuck on something in the game. I've been playing it blind for as much as I can cause I prefer to learn on my own(which has caused my play time to skyrocket factorio is about to be my most played game) But whenever I do need help I know I can turn to your videos to find a freaking super in depth description on how stuff works.
lol...I was browsing for a video exactly like this yesterday............
And I'm browsing now for such a video :D
Love having the concepts behind the blueprints unpacked. I know Nilaus gonna Nilaus, but I miss the bare sand under your design showroom in the masterclass world. Better contrast with the entities (n:
Weirdest thing, about 30 mins ago got recommended and watched your original city block video, "Building a City Block Blueprint", and now you upload this.
Thank you i am new to the game, and was wondering for a while now what city blocks are for
This is a great concept of building the base. I‘ve found the solution for the most my problems in game. Thanks for great information and especially for the blueprint book. 👍🏼
This is a good tutorial as are all the ones you do. I appreciate the work. Best tutorials so far.
"So, a software engineer, huh? Any experien-"
*pulls out a picture of my 1000 hour Factorio mega base*
This design seems much cooler than using a main bus, which can be a pain sometimes as you need to add extra belts in between later on when throughput isn't enough. I'm gonna try and setup a similar cityblock system to use in my own base and start working with that. Thanks for explaining how it's being setup and showing some different setups for materials along the way like a smelter setup, nuclear setup, circuit setup and more. I was starting to get bored in my current base but with this new approach, I'll be able to expand it alot better as I have belts running through my base everywhere, transporting bullets and cannonshells to my defense lines, plastic from my refineries to my main bus and such spaghetti.
As he says, this isn't instead of a main bus. The main bus is still the heart of the mid-game build.
It is only when the main bus is big enough to supply the needed resources that you move into city blocks for the end game (of course, some good planning of your main bus allows you to readily convert elements into blocks when you get there)
These are gonna be so much easier now with the blueprint alignment grid and blueprinting from the map
Verbose setting: ON
Nice. I appreciate your explanations. Great video!
THANK YOU!!! I found a blueprint book on Factorioprints that had city blocks, but they were huge and didn't include a train system, so I was fumbling around like mad
This has been a foundation to be way more organized then the pot of mixed speqhetti one starts off with when learning how to play this game.
Nilaus, if you are unaware of them, you may be interested to learn about the existence of Egyptian cubit rods. They essentially served the same purpose as your "measuring stick" here.
I would say this is real art, dude! Amazing!
Great video, I really appreciate help with giving some ideas and learning concept way more than telling me what exactly I am supposed to do
Always a pleasure seeing you upload masterclasses! Thank you, Nilaus!
I really like this base idea, I think I'll do this. However, I'll probably get rid of a couple of sacred paths for the sake of longer trains. Either that or I'll just make bigger blocks
I also wanted to say you are a genius. You make something complicated and easily explain it :D.
oh boy i just wanted to get the blueprint and :
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This paste has been deemed potentially harmful. Pastebin took the necessary steps to prevent access on September 24, 2022, 11:18 pm CDT. If you feel this is an incorrect assessment, please contact us within 14 days to avoid any permanent loss of content.
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something broke there
I love those master class videos so much. Those blueprints are just awesome and save me from redesigning the same stuff over and over again.
26:44 - aww, I'm busted. I promise it wasn't your fault... I was just tired, and the regularity of it all was soothing. :)
(But I guess I was awake enough to hear and respond to that phrase!)
Have you experimented with neighbourhoods in the city? Then train highways connecting neighbourhoods? That could make the train network more efficient. Like if you had a chip neighbourhood, it could have all the inputs for green, red, and blue chips (each on their own blocks) and have its own set of trains to bus around parts internally between blocks, and then a main input and output hub to export the chips and import the raw materials. Adds another layer of encapsulation which could be fun.
Once again really great video. I absolutely love this Factorio Master Class series. I dont always use the blueprints you provide but I learn a ton from each one of these videos so thank you for them.
Beautiful! Haven't seriously played Factorio in quite a while. This video got me hyped to start playing again!
Can you show us how you keep trains from running out of fuel? Do you refuel the trains on every pick up or drop off, or do you have a station that refuels them?
7:50 lol without hitting things buddy Ile believe it when i see it
Hi Nilhaus, thanks for these masterclasses, have the game since 2016 (still follow some of the classic content creators from that time). Restarted now as it has released... sad part I can't do blueprints yet (Hotbar or I have to open an old game but.. choices) Does help a lot these series. Subscribe and all notifications. Thank you!
While I was watching the video, I had a few moments, where I thought "Oh, this reminds me of SOLID thingy...", and then you mention the software design xD
Thank you for the great video. And congratulations to +50k subscribers.
I'm attempting a hexagonal city block layout by offsetting every other row. This lets trains have an extra axis of travel, and allows each block to have 6 neighbors without corner contention.
"This paste has been deemed potentially harmful. Pastebin took the necessary steps to prevent access on September 24, 2022, 11:18 pm CDT. If you feel this is an incorrect assessment, please contact us within 14 days to avoid any permanent loss of content." (c) your blueprint link
Since you mention there is a lot of dead space I'm wondering if you could subdivide a 100x100 city block into 50x50 & 50x100 quadrants with narrower less-then-holy-pathways between them so you could subdivide in an organized way for things that won't take up much room (like the lubricant you showed at 23:32). I know this breaks up the service oriented design philosophy but would allow you to make it more compact and still organized.
Great content on your channel by the way. I'm learning a lot! Cheers! :)
Love the work Nilaus! Your tutorials are always so clear and entertaining - 3inches
Thanks for another super nice tutorial. I really like how symmetric your train megabase looks! I might go back and actually watch the series to learn how you actually built that, must had a lot of planning in it. I like the SOA take on it. Regards from another SOA veteran. ;-)
This is a very interesting yet simple solution. Very helpfull tutorial, thanks!
I bet you're going to love the new blueprint grid features.
Try to do an object oriented base. You want steel smelting? A block for input, a block for iron, a block for steel and a block for output
I'm a big fan of large trains. Just out of curiosity, could you make stations across say, 2 or 3 city blocks to accommodate larger trains, or is it too much hassle?
You can increase the size of the city blocks to accommodate the larger trains, just make sure to have good throughput to fill up the train in a reasonable amount of time!
This was very helpful thank you. I now understand the why not just the how. Bring on my first Mega Base!
I find it funny how he includes his bloopers
For a rookie like me, this is CRAZZZY
I really like the welcome to factorio base design hence im rebuilding it in my world. However arent that a bit too much smelting columns for steel and too little for iron? According to my calculation you would need 22*13 furnaces for all iron and 10*13 for steel. Comparing it to your layout youre using 15 rows to produce steel essentially over producing steel and under producing iron. Or did I mess up?
I'm a big fan of your videos!
"All these squares make a circle." XD
Still, 100 x 100? Great concept. You could essentially fit most anything in a 'city block' that you'd need. But hey, I've already watched some of your other videos.
Overall simple rule!
Input (A), initial production (B), final product (C).
If A>/=B>/=C
Then OUTPUT=True
I'm using a smartphone for this. Apologies for the lack of a proper greater than or equal to symbol.
This was awesome. This series is really helping my friends and I up our game in multiplayer. Thanks!
i love building city blocks, when i order food from shitty wok
oh boy did i mess up. i wasnt sure what you meant by the rails not lining up at first but now i know. i spent the past 2 days expanding my city blocks trying to get a big area to work with. so i placed about 25 blocks, started getting the smelters in place and then i go to place the rails and no matter what i do, i cant get them to center on the blocks. then i realized i was going to have to move my ENTIRE base over by a single freaking block. heres to another 5 hours afk while my robots move a whole base, concrete and all.
Some audio is doubled, like at 0:11 / 0:21 and 1:27 / 1:31. Otherwise great video!
4:25 single responsibility principal applied to Factorio
… Which I guess is related to "service oriented" as you called it a bit later in the video, but SRP was the first thing I thought of.
I work as an integration developer and I have to admit, hearing "Service Oriented Architecture" while chilling after work was... unexpected. Kudos for the implementation, Nilaus, trains seem like a much difficult transport to use than HTTP.
P.S. I would say that city blocks are more of a Microservice Architecture, as Service Oriented is integrated with an Enterprise Service Bus (ESB), while here we have a greater degree of service decoupling characteristic of microservices
_at standup tomorrow morning_
"So what did you accomplish yesterday?"
"I... uh.. spent some time learning about service oriented architecture. Yeah, that's what I did."
Hey, I'm new and thank you so much for your masterclasses, it helped me so much. Anyways, I'm wondering if you could make a tutorial on circuit networks and bots, it's really overwhelming. Thanks!
I come back to this after 3 years and realize that the blueprint I made back then when I watched the video has all the power poles one tile too close to the sacred path, so all my robo ports inside the block have a tiny bit of overlap.
Links are dead. Can u upload again? Or someone who have it already
I wouldn't mind seeing an updated LTN tutorial and how it could be used on both this playthrough and the other one you highlighted. I just started using City Blocks and love them, I used two of your blueprints, one from a welcome series, and it was off by one tile for roboports to connect. I then moved to the one from your train megabase, which was a main to rip everything up and put back down that I just started over.
Will you be putting your blueprint books into a blueprint book for sharing so that those that come later can get all of them at once? Just for the master class that is.
"reeee you're just stamping down blueprints"
bruh it's a game about automation
great vid
Can you please make a video or a presentation of all the blueprints used in this video ?
At least the ones for the train rails, because I want to do something similar to my world.
wow this is simply art
Dude. Your content is fantastic.
“You can drive around easily without hitting power poles”
You underestimate my poor driving
I know this is old, but are you aware the pastebin has been deleted for this blueprint, as being harmful?
If the first block must be aligned with the the train line, but we want to make oil fields fall within a single block, but oil fields are placed randomly, what should I do? Should I leave little rectangles of unused space here and there? Seems an oil field could span more than two blocks.
Why 100x100 and nit 96x96? That would be grid aligned (F5 to see the grids/chunks). I replaced my ENTIRE factory because I discovered this. Took the bots about 2h... lol
I was wondering about your solar design, as its different than what you have in your blueprints available. Is the one used in the video for a whole block not as efficient as the ones in your blueprint? A video on how to design a solar field would be awesome
Thanks I have been waiting for this class.
Your blueprint was removed from pastebin
this blows my mind
This base is so fucking perfect ...
Perhaps the alignment during import goes wrong, as the BP's do not connect well. The power poles on each bp are 1 off. You can see this by centering the bp and then scroll through all off them. This even happens when you first place a bp with a train track.
How long did this megabase take to build and what setting is your world on? It is insanely impressive! I am on my first playthrough and just playing on default. I have so many massive lakes around my base, I'm going to need millions of landfill blocks by the looks of it.
Excellent video! May I ask how many logistic/construction robots you have per roboport?
The danish accent is strong with this one, kinda like it though
oh man, the first time I try to set up a base with city blocks is also the first time i've decided to use mods... looks like one of the mods i'm using gives power poles an extra 2 length and i decided to try to make my own ruling stick, so now that i'm up to roboports everything is fucked D: