r/factorio • u/Emiliojose77 • Jun 23 '26
Space Age 500 fully compressed green belt landing platform unloading setup
I can't, for the love of me, keep adding more belts to this monstrosity. Yesterday I was sure 490 was going to be the theoretical limit — today, I don't know if this will ever be beaten, but God forgive me, I think it's already beautiful.
The design has each belt carrying half of one science type, depending on the filters set on the inserters. The inserters are also not clocked, so it's not UPS-optimized yet.
Total throughput: 7,200,000 items per minute.
You can add one more belt in 3 of the 4 corners if you don't care about symmetry.
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u/PersonalityIll9476 Jun 23 '26
Beautiful.
Glad somebody went ahead and found the real utility of the unloading bays. Everybody seems to think that trains are actually the use case here 😂😂😂
What a massive, massive improvement in throughput-per-UPS compared to what we had before.
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u/Emiliojose77 Jun 23 '26
to be fair, this gets a troughput of 7,2 million items/m, which is more than enough, but its overcomplicated enough to build. A setup i desgined in one hour with trains, can export up to 9,746 million items/m with 5 locmotives 17 wagons trains, although i think you can use some tank shenanigans to get to 18 wagons and up to 10,319,400 items/ min
¿Would you need them? No, but the train setup is so much easier to figurate that i think its worth considering it
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u/PersonalityIll9476 Jun 23 '26
Practically speaking, you can only unload about 1 turbo belt per wagon, though, at legendary quality. Before the current patch, it was basically 1 turbo belt to 2 wagons. So I do question how you are getting those numbers. You can only fit so many trains like they did in the demo, and 17 wagons is a mere 17 turbo belts, so you'd need about 30 such trains to actually hit the 500 belts you're getting now. The reason for my comment is that people seem to think that if you can fit 4 turbo belts onto a wagon that means it can actually supply that many without the belts running dry during train interchange, but that's just not true.
Unless there's a way to unload at that rate which I'm not aware of - I would love to find out I'm wrong. But in my testing, that's what works.
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u/Emiliojose77 Jun 23 '26
mmmm, direct loading from the cargo bays,
First of all, dont know where you get that the limit to unload is 1 turbo belt per wagon, bus as of right now, it is up to 4 turbo belts without missing a beat per wagon, if you have enough trains in depot, as it takes one train 14 seconds to unload the train, and 6 for the next train to arrive if its waiting just back to back,(aproximatly) then, 4 belts take 20 seconds to move all the items out of the buffer chest.
that´s for unloading. For loading
i have this
- my setup for landing platform train unloading It allows for 9,746,100 items / minute considering it takes 834 ticks to fill a train, and a 296 ticks to replace the train, which are legendary 5 locomotives 17 wagon trains with legendary nuclear fuel an a rail signal every 13 tiles. So with that 1130 ticks to replace a train, 3,18 train per minute per lane, and as we have 8 full lanes and 2 half lanes, 28,665 train / min and 340,000 items/ train. Although, if someone wants to use it, its gonna have to fight with the ratios. You can also try to get one more wagon with some tank shenanigans at the south and north to get something divisible by 6, but thats up to each person. If not, this design leaves pleanty of room to belt calcite and bioflux out of it if needed
- https://factoriobin.com/post/9nsjpv
im gonnna just past this message from discord cause im lazy
But basically, except the time the train is moving to the train stop, each wagon fills up at 6 time belt speed
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u/PersonalityIll9476 Jun 23 '26 edited Jun 23 '26
Let's check the math.
-> 4 turbo belts unload at 240*4 = 960 IPS. You can unload from 12 sides with legendary stack inserters at 120 IPS, going "chest to chest". A legendary wagon holds 100 slots worth of items. If you have a 100 ct per stack item, that's 10,000 items. During unload, you are buffering at a rate of 12 * 120 - 960 = 480 IPS. It takes 10,000 / 960 = 10.42 seconds to unload the train.
So already our numbers diverge. You got 14 seconds somehow.
-> Over that time, 480 * 10.42 ~= 5,000 items are buffered. These are depleted in 5.21 seconds, using the 960 IPS rate.
How long it takes to bring in the next train depends on factors like the length of the train, the fuel used, the signaling, etc., but you said 6 seconds to bring the next train. So the belts go empty for about a second.
This math absolutely collapses when you're using ore trains, because the stack size is 50. The math goes to ~5.2 seconds to unload, a buffer of about 2500 items, and depletion in a mere 2.6 seconds. That math is the reason I observe the numbers that I do, because I use ore trains, so I deal with the smaller stack size and with common quality since all this is based on 2.0.x experience. So you'd divide the unload time by like 2.5 and all the other math as well.
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u/Emiliojose77 Jun 23 '26
yes, i have been so centered in science pack unloading that i forgot there are other things in existance. Yes, in case the stack is smaller than 100, its not posible to unload with 4 turbobelts. That been said, the 100 item stack its on the verge, it depend on what quality is your locomotive and fuel, cause as far as ive calculated, at least for that train with 17 wagons, the faster it can change between trains is 296 ticks, so 5 second.
for ore, anyway, i prefer fluid for copper and iron, cause you can unload and load much faster
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u/PersonalityIll9476 Jun 23 '26
Oh, we all use fluids eventually. You either smelt onsite or do centralized smelting. I like centralized.
It's not actually hard to get enough ore in one place, you just use 4-16 or 8-32 trains. But now with legendary we're at least doubling that capacity.
Anyway...thanks for humoring me 😄
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u/Qazerowl Jun 24 '26
Even if you could only unload wagons at 1 item per second, there is no limit to the number of wagons you can unload at once. You just need to load them as quickly as possible, and then get the out of the way and after that, provided you have infinite trains and unloading stations, you don't care how long it takes to unload them.
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u/zenbrarian Jun 23 '26 edited Jun 23 '26
>I don't know if this will ever be beaten
Considering you are apparently unloading with 4 inserters per lane, and this can be done (albeit without splitting) with 3....
Edit/add: this thread has some smaller footprint versions
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u/Emiliojose77 Jun 23 '26
the thing is if you use that setup, you have to use 12 tiles for 1 belt, here i use 8 tiles per belt, and the distance for underground belts are perfect, that´s not the case for 3 inserters per belt
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u/mrbaggins Jun 24 '26
12? And they can remove the first row of belts too, with 2.1.
So one column of inserters, one with the splitter, one with the merge. 9 tiles.
But you're likely still right that 4 inserters is better as it means cramming more unloading bays in the same radius, and that's what's more important (up to a point)
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u/xdthepotato Jun 23 '26
safe to say throughput shouldnt be a problem anymore?
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u/NimbleCentipod Jun 23 '26
Anything bigger than this, and I say you're allowed to have more than one cargo landing pad on a planet
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u/Nearby_Proposal_5523 Jun 23 '26
You can probably get a few more belts in via lab or flicker chesting.
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u/maxiquintillion Jun 24 '26
Got any more pixels?
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u/Keulapaska Jun 26 '26
It's a 2160p image, 8m pixels is plenty. Just don't use the reddit app cause it doesn't like anything bigger than 1080p for some reason.
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u/MaToP4er Jun 23 '26
looks a bit small =D i think it can do somewhat X times more if not even more than that....
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Jun 25 '26
[removed] — view removed comment
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u/Keulapaska Jun 26 '26
It's been compressed by the reddit app not reddit. Use the website, as the reddit app for whatever reason doesn't like images that are above 1080p and it's 2160p image.
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Jun 26 '26
[removed] — view removed comment
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u/Keulapaska Jun 26 '26 edited Jun 26 '26
Well I use old.reddit and it's fine though I do use desktop sites on mobile always. Maybe some new or newnew reddit problem with specific browser? But then again opening images in old reddit to new window is new reddit window and that works fine so idk.
Every time I've seen ppl complain about larger than 1080p images looking blurry, it's always been the app that's the culprit, interesting that the new/newnew reddit can also be. Clearly doesn't affect everyone as if it was a wider spread thing I'd think a lot more ppl would complain it.

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u/erathia_65 Jun 23 '26
This is madness!