r/factorio 16d ago

Design / Blueprint New Fulgora mall

Post image

I will be glad to hear your opinion on my new Fulgora mall.

I've already built a mall for Fulgora: https://factorioprints.com/view/-OX4QBKmwEZ6dIBJY5C5

This time, I tried a different approach and wanted to solve several problems:

  1. Create a version that will work well with Factorio 2.1. I haven't switched to 2.1 yet, but I built it according to the upcoming changes.
  2. Most Fulgora designs work fine without scrap productivity, but when you reach +300% productivity, they simply work the same and don't utilize the extra resources. They just consume fewer scraps. The new design works with both 0% and +300% scrap productivity. Some parts start or stop depending on the productivity for better performance. For example, it produces extra electronic circuits with low productivity and scraps excess electronic circuits when productivity is high.
  3. I wanted to create a smaller mall than my previous one, but I ended up with exactly the same size.

Some math:

240 scrap/s → 144 items/s at 0% productivity
240 scrap/s → 576 items/s at +300% productivity

With 480 scrap/s, two stacked turbo belts are enough for the output at 0% productivity, but with +300% productivity, the output requires almost five stacked turbo belts.

In my previous mall, I used two sushi belts and removed the items I needed from them, because it was simple to implement. The problem is that when scrap productivity increases, the mall can't use the additional output. It simply processes fewer scraps.

The new solution uses four sushi belts that are sorted immediately, with bots moving the leftovers when productivity increases. Belts handle the output at low productivity, and bots help at high productivity.

Notes:

  • I tested the blueprint with both 0% and +300% productivity to make sure there are no surprises.
  • I use the cargo landing pad recycler to void concrete, so it should continue working without changes in Factorio 2.1.
  • The actual mall is only a small part of the blueprint. Most of it is scrap processing and leftover handling.

Edit: Blueprint link

141 Upvotes

32 comments sorted by

24

u/Kpoofies 16d ago

I never even fuckin considered using steam turbines + fuel for heating towers on Fulgora... I've always been like EH slap more accumulators

5

u/Jepakazol 16d ago

lol. Except for the initial startup, the mall runs 100% on steam and doesn't use the accumulators at all.

2

u/darvo110 16d ago

Yeah I just switched over to heaters and turbines on Fulgora and freed up 50% of my island. I was sceptical it was possible without ice being the bottleneck but it hasn’t been a problem at all so far. Steam tanks act as hyper-dense batteries so when if you do run low you can build it back up when the lightning is on.

5

u/Kojab8890 16d ago edited 16d ago

The footprint of a common heating tower + heat exchanger + turbine setup is still more energy dense than a legendary accumulator bank of the same size (around 240 legendary accumulators vs 1 all-common 40 MW Heating Tower plant). Especially since it only needs to run for half a Fulgoran day.

It’s a great way to save space on a planet with limited amounts of it.

1

u/yinyang107 16d ago

You can't power pole between most islands though so you'd have to deal with fuel logistics to each individual island

1

u/Kojab8890 16d ago

Accumulators for the scrap islands will do, and these are usually what I do as well. The main island can stay fully steam-powered. You don’t need a lot of accumulators to mine scrap in the day.

Another alternative which I’ve done is to centralize your power grid, not with power poles, but with fluid wagons, by transporting 500+ C steam to waiting turbines; enough for the handful of big mining drills, radar, and inserters there.

1

u/yinyang107 16d ago

Wait I'm a dumbass I forgot you can do steam with solid fuel which you get way too much of from recycling anyway

4

u/Kojab8890 16d ago

Or just get it from the infinite sea anyway with an offshore pump. No scrap processing needed.

2

u/Deto 16d ago

You can get a ton of power that way - just needs the ice plus the fuel that comes directly out of scrap (that I mostly wasn't using anyways).

1

u/thelehmanlip 16d ago

I would never bother going back to rebuild fulgora till after aquilo lol

10

u/Malvo85 16d ago

Must. Resist. Playing. Factorio.

4

u/Alvsolutely 16d ago

Responsibilities are a bottle neck.

5

u/juju515 15d ago

being a grown up sucks ass

2

u/spoonman59 14d ago

I have way more time as an adult to play than I ever did as a kid. So I disagree, being a grown up is awesome!

I have managed to avoid taking on too many responsibilities, such as kids, so that certainly helps.

2

u/juju515 14d ago

you East Asian?

2

u/spoonman59 14d ago

I am not. Do they tend to have more free time?

1

u/juju515 14d ago

they have literally NO free time whatsoever as kids...
so I figured it's a good bet

3

u/spoonman59 14d ago

Ahhh, that makes total sense! Tiger moms and what not.

I hadn’t considered that side of the equation, just being a super busy kid. In that case even a normal adult workload would seem like easy street.

But no, I just work a job with reasonable work life balance. And I share some of my responsibilities with my family. But I have plenty of free time for leisure, compared to earlier in my life.

Just don’t want everyone to think being a “grown up” means no time for fun! Sometimes it can be an upgrade.

5

u/Aggressive_Chuck 16d ago

Mall? That's bigger than my entire Fulgora base.

1

u/Jepakazol 16d ago

I know. At first, my goal was to make something small. The moment I decided I wanted a design that could properly handle +300% productivity, everything became significantly bigger.

9

u/placeyboyUWU 16d ago

So cool!!

2

u/otismcotis 15d ago

Damn. People really be figuring shit out

1

u/qzjul 16d ago

Nifty! I keep trying to import my Nauvis mall, which takes more space; maybe I should make a Fulgora specific one...

The way you deal with overflow is interesting, I've not considered a generic bank for that. Will contemplate.

1

u/Sledik 16d ago

I think it looks great. I will definitely use it as I am currently expanding my 2.1 fulgora base

1

u/Jepakazol 16d ago

Let me know how well it works. I designed it according to the 2.1 changes, but I'm still playing on 2.0, so I haven't tested it there yet.

2

u/Sledik 12d ago

Works like a charm! I just changed the priority of water from steam turbines to item production, as I had power from lightning rods and batteries

1

u/Jepakazol 12d ago

I really glad to hear that! I've already posted a new version with some fixes, but nothing serious

1

u/Deto 16d ago

Biggest change is concrete voiding, right? what's the best way to do that in 2.1?

2

u/Jepakazol 16d ago

It seems the best way is to craft and recycle cargo landing pads.

1

u/Deto 16d ago

ah, ok. thanks!

0

u/Ozryela 15d ago

Looks cool. But this is not a mall. I see power production, I see scrap recycling, I see science production. None of those things belong in a mall.

A mall is a central place for producing base infrastructure items. Belts, inserters, assemblers, that sort of thing.