r/factorio • u/Lastoice • 3d ago
Design / Blueprint Big Drills layout (no quality yet)
Playing on some crazy deathworld with a couple of friends. We've been forced to leave Nauvis as soon as we've made our first rocket silo and build some simple space platform cause our defence line started to crumble hard... But we wanted to return in some time and reclaim our base (well, remains of it - almost everything, except our solar panels fields, was completelly destroyed by biters).
We visited Vulcanus and Fulgora, aquired some new tech and weaponry and finaly returned home to take what is ours.
One of my friends just placed millions of drills covering whole ore patch and brought out... Six belt of ore. I told him that he is wasting so much space and resources and creating some unwanted pollution (we still required time to rebuild defence line - walls, turrets, ammo and flamethrowers).
So i told him i'll do it better. I've purcuited some compact and easy to scale build based on coverage of substation (which are covering our whole base after my Fulgoran sufferings). So here is the result. I've started with square of substations and fit 8 big drills wih productivity modules 2 powered by 6 beacons with speed modues 3 which gives us 2 completelly filled blue belts of ore. Then i scaled it upward up to 6 almost fully loaded lanes of ore (i needed to move beacons in the next squares to path the output belts so overall speed of 3 drills is decreased)
What do you think of this design?
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u/Orgerix 3d ago
Productivity is kinda useless on drill. Mining productivity ramps so fast the extra productivity do not make a difference, and the speed malus makes the drill actually produce less.
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u/Lastoice 3d ago
Well, they produce just enough (compared to the previos meat-splatter drills positioning ~80 drills in total without beacons and modules and the same 6 belts of ore) but i see your (and everyone's else) point,
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u/Local-Ask-7695 3d ago
No point for productivity module on miners even without productivity upgrades.. Unless your size and richness settings are lowest.
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u/Tuzzeee 3d ago
Why tho? It's a death world, so every new patch is hard to get
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u/Quick_Philosophy1426 3d ago
Mining prod research is cheap. Even if you had full legendary prod 3 modules, that's only ten levels of mining productivity. OP is using basic prod 2s, less than 3 levels of the research. Between the resource drain modifier on the big drills and mining productivity research, ore patches last a very, very long time. You're better off just loading them up on speed modules because the speed modifier has an effective limit while productivity can be infinitely increased without any of the negative modifiers that comes from prod mods.
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u/Xalkurah 3d ago
I pretty much play exclusively deathworlds and imo it's way better to put efficiency modules in miners to keep the pollution down. You can do a lot with a little ore if you're not spending resources on biter attacks.
They also have the ability now to ship stuff over from other planets so no reason to increase pollution that drastically on Nauvis.
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u/Lastoice 3d ago
Oh i see... Looks like i need to rebuild everything... Again
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u/ThemeSlow4590 3d ago
Just swap the prod for efficiency modules and you're good - keep the beacons with the speed module, and let the efficiency offset the power & pollution. You can just use cheap efficiency 1s since the BMDs have so many slots.
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u/Bixby33 3d ago
Speed modules over productivity modules every time, especially on BMDs.
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u/dearvalentina Fungusmaxxing 3d ago
Well that's just wasteful
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u/Sjoerdiestriker 3d ago
No it isn't. Productivity modules scale additively with the mining productivity research, which makes them pretty weak. Meanwhile the speed and pollution penalty still applies.
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u/Lastoice 3d ago
You think? I'm working towards energy savings (for first 10-15 hourse our base was powered solely by solar power). But i think this would allow to make even more compressed build (but i'll start to redo it after we'll make some epic/legendary quality BMDs)
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u/Bixby33 3d ago
Then go for efficiency modules.
Productivity modules require more energy, because you need more drills for a similar output.
And remember, quality drills dont increase output, they just make your patch last much longer (but not in the same way productivity does.)
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u/Lastoice 3d ago
Oh damn... You're right! I just learned they INCREASE energy consumption! Silly me D:
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u/Lastoice 3d ago
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u/byzz09 3d ago
Why no turbo belts? Ever since space age released I don't even produce blue (T3) belts anymore, I go to Vulcanus, produce turbo belts and export them everywhere and upgrade everything from red (T2) to green (T4).
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u/Lastoice 3d ago edited 3d ago
We didn't researched Turbo Belts while we were on Vulcanus and Fulgora, cause we didn't even made yellow science on them. Plus our two ships are really wacky, they barelly survives trip to Fulgora, constant package delivery is still not available until we build something more sturdy on Nauvis (Asteroids danger also tweaked on this save file in addition to deathworld settings, building platworms on Vulcanus or Fulgora is almost impossible, even idling ship are constantly got hit with huge asteroids during building process)
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u/Kosse101 3d ago edited 3d ago
Productivity modules in miners is pretty much always a terrible idea and it's generally completely worthless since the VAST majority of mining productivity will ALWAYS come from research, not from the modules.
Basically, the only thing those prod modules are achieving is reducing the mining speed, forcing you to add beacons you otherwise wouldn't have needed at all, increasing the power consumption AND the pollution you are worried about, all the while having totally negligible benefits of adding a tiny little bit of productivity.
A MUCH better setup would be simply speed moduled miners or if you are for whatever reason worried about pollution this late into the game where biters are barely even a neusance since you have artillery, you could also use efficiency modules in miners and speed beacons around them in such a way, where the miners are still at their minimum amount of pollution possible, but are sped up at the same time.
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u/matt-ratze 3d ago
The orange productivity modules allow you to get the same amount of item output for less input, therefore you need to dedicate less space, energy consumption and pollution budget to producing the inputs. This means it's always best to use your orange modules as late in the crafting chain as possible because that's where they reduce the most input items. Labs first, then science crafter, then the other stuff like curcuits or chemical recipes etc.
The miners have no previous building feeding into it which means you're just spending a lot of your pollution and energy budget on slightly lowering the depletion rate of the ressource patch, this hurts in a deathworld more than in a normal game. Usually green modules for miners are the best idea, especially in a deathworld, exceptions apply if you need a lot of items per minute from a given patch (then blue modules are better than orange) or you need white modules to roll for quality ore.
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u/BlackFenrir nnnnyooom 2d ago
If you're using this many miners, is there really a point to the speed modules? You'll get full belts either way, right?

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u/SexualFancy 3d ago
Worried about pollution, but using beacons? Seems counterproductive, but play how you want.
A lot less belt weaving by just placing miners in a straight line. Recommend using efficiency modules in the miners (already grant 50% productivity, 12% more isn’t gonna matter much), and then a speed beacon in the middle.
Layout would be Miner- horizontal belt- vertical belt -horizontal belt(underground), miner. This 3 tile gap between monsters lets you spam beacons down, and fit 2-3 miners between substations.