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Factorio Space Age Master Class

🕑 Added 2025-03-06 15:00:00 +0000 UTC
Factorio Space Age Master Class

Comments

L. J.

I believe it is somewhere around level 13 for all.

Tyler Mitchell

The Nauvis Bin links to city block 2.0?

Konstantin

Can I build All Planet Freighter but normal quality or it will brick?

Philip Gallagher

It takes a while to accumulate legendary materials! Start with making and amassing as many rare quality items as you can. Replace them with higher quality as you get them.

wayne vinson

Hey new supporter. I try to use the victory ship and some later blueprints but, my ships get destroyed. What is his damage research at for explosives, laser, rocket and what not?

Nik0815

Can someone explain in which episode the transition to quality, especially legendary, happens? I have all the blueprints and I'm following the masterclass in my own playthrough, but I don't understand how to obtain the materials needed for this. Even the Space Casino is in rare quality. Where are these rare items coming from?

Leigh Witney

just put quality in your solar panel factory... once you have laid some grids you will have an abundance of greens to use. The others more challenging until you got Fulgora.

GroovyAlpaca

I noticed that the starter spaceship for visiting planets uses rare quality items, like solar panels - but recycling/upgrades appear to need unlocking via planets. Seems like a catch 22?

Leigh Witney

It is half because you reading contents twice - once through radar and second through roboport. Remove the radar connection and you are good to do.... something you need to look out for. Missing connections or duplicated connections that read things wrong.

Colby Hanley, Jr.

hi all, just started a new world and noticed that my hub is on Nauvis is producing half the amount the constant is putting out. Any idea why?

AhabTheGamer

update - I ran a red logistic wire to to each of the open/normal turbo belt spaces and connected them to the splitter at the top of each chain, once I connected the red wire to the splitter, it started working. to be fair, I left the game running over night while I slept, so this is potentially something most people wouldn't run into except for a long time down the road. Due to this I've had to add two more sets of recyclers to remove the excess product

AhabTheGamer

The latest vid with the legendary circuit upcycling has an issue for me, the constant combinators aren't clearing out belts filled with green circuits. All three of my chains are filled with non-legendary green circuits (uncommon, rare, epic). with no room to unload anything else. I'm troubleshooting at the moment, but wanted to see if anyone had an fix for this?

GreekWasabi

How do you use the space casino blueprint for coal & calcite? Anyone have a blueprint?

GroovyAlpaca

An oil-unloading train blueprint would be a great addition!

Aaron Mateara

In the City Block 2.0

GroovyAlpaca

Is there a train blueprint here?

Philip Gallagher

Are you talking about the parametrized blueprint? That's one blueprint that you can use for any item you want to make in rare quality.

Smeagol001

thats not the point of having a bluieprintbook though if yopu want problem solving dont use the bps at all lol

Smeagol001

why is "Rare Quality Upcycler HUB" on vulcanus asking to set a item to be produced which then is setup on the bottom left? i cant see why that has to be done.......

Ryan mack

Burner inserters are used on Aquilo so that heating towers can fuel themselves if power goes out, I believe. I don't know that they need to be quality though.

PenguinKills

Is there a reason there are burner insterters in the Vulcanus Rare Upcycling HUB? I don't see a purpose to having them at all, let alone being upcycled to rare quality. And is the bottom right electromagnetic plant supposed to be parameterized? Or is that supposed to be something.

Charles Couture

vulcanus big rare uquality are broken on the upcycler hub. i think its the recycler orientation

Joshuah Mcgahan

Yeah the same thing happened to me

James T

Both of my quality factories are disabled by control behavior

Eric Johnson

I think I fixed the rare modules on Nauvis: https://factoriobin.com/post/jlee0n

Bruno Neute

Yes, same here. I switched to another one I found, and it’s holding up well. For Nilaus’s, I had to tear it down and rebuild. This is the BP I’m using. https://factoriobin.com/post/fyr27z

Philip Gallagher

My science platform is full of asteroid chunks and doesn't have any space for science packs!

Eric Johnson

Yep.

Mark J.A

Sorry if this is a silly question, but am I supposed to import blue circuits to Gleba for rockets?

Gabriel Mihailescu

Is the OG base-in-a-book book going to be updated at any point?

Leigh Witney

Under City Block 2.0 collection...

Kenneth Thuesen

Where can I find the blueprint with the Biter Eggs from your Masterclass #36 (Fully Automated BITER FARMS & PROMETHIUM SCIENCE | Factorio Space Age MASTER CLASS) Everything newer than 6. March is not here... I can't seem to find it anywhere :-(

Philip Gallagher

Awesome resource! Please don't make your blueprints 100% correct - I want to have to do *some* problem-solving! ;)

David P

Reporting two bugs I've found in the blueprints: * (1) Nauvis Starter Base (Complete) says that the flipped oil refineries are fixed in v1.3, but a couple of them are still the wrong way around. Note: These refineries are correct in the Oil Processing blueprints, so a workaround to this problem is pasting the Oil Processing blueprint over the complete-starter-base blueprint (from memory the crude oil inputs need fixing but otherwise it should work). * (2) Vulcanus - the landing block blueprint needs a filter on the inserter that puts coal on the belt for carbon production. Otherwise, it can put calcite on the belt and cause tungsten carbide production to lock up.

sraosha

Hi. I've been enjoying your masterclass blueprints so much. Thank you. However, when I tried to produce Rocket Fuel & Plastic in Vulcanus using the blueprints, it wouldn't work. I added sulfuric acid and coal, but the production line wouldn't move at all. I've tried producing it multiple times, but it's the same. I want to know what the problem is.

Ben

Yeah having the same issue, both side got blocked.

mueslihai

The Aquilo Book dont have the Planet starting items in it for the First trip.

Jeremy Carlsten

Yeah I wish I could share screenshots... I ended up replacing one of the Electro & utility inserters with rare long-handed that put into a box. I then take a stack inserter out of each box and throw it onto the other half of the cryo science

Jeremy Carlsten

Anyone else have issues with the new fulgora green ciruit upgrade thing (sits between the two storage blocks) getting deadlocked?

Debu Debu

Anyone find a smart solution to introduce Prometheum science on the existing landing block?

EnderWiggin07

For sure the base-in-a-book was a more polished blueprint set, maybe that will still be coming for this game

Jonathan Richards

I have a suggestion for an improvement to the Aquilo corvette. As built, the nuclear reactor is refuelled after the temperature drops below 600°, at which point the bulk inserter loads about 5 fuel cells, 4 of which are wasted keeping the reactor at 1000°. Adjust as follows: remove the red wire between reactor and input inserter. Run a red wire from the reactor to the *output* inserter, and set it to enable when T < 550°. Also set it to override stack size = 1, read hand contents, and hold the signal. Run a green wire from the output inserter to the input inserter, and set it to override stack size = 1, and enable when depleted fuel cell > 0. The result is that when the temp gets to 550, the inserters will swap one depleted cell for one new one, which is sufficient to bring the temperature of the reactor almost up to 1000° before it is exhausted and the reactor begins to cool again.

Bill Franklin

I liked the old method of the main hub being broken into sections rather than large single blueprints.

Krasimir Jordanov

It is in the City Blocks 2.0 Book

Philip Reed

Which blueprint has the fusion reactors from: UNLIMITED POWER; Perfect Fusion Power For All Planets https://www.youtube.com/watch?v=m2kBPJ_HS58

James Allen

Ship still worked great though, esp after I upgraded the assemblers to rare. I did notice the circuit error mentioned below for rocket ammo, once I changed that to 10k the quantities there fixed themselves.

James Allen

I think there's something off with the railgun ammo loading/unloading on the Promethium ship. After my first run, I ended up with some unstacked ammo on the belt; maybe 15-20% of the ammo on the belt was less than full stack. That throws off the storage quantity and even after my production refilled, I was short of the 6k value and the green "go" signal wouldn't light up until I dropped the control quantity to 5500.

GreekWasabi

I think I had this problem. Just add a "wait 5 seconds" condition and it'll work.

Br3uker

my aquilo ship endlessly runs around the inner planets without dropping off stuff at aquilo because the "any request zero" condition instantly triggers before even going back to aquilo... i have to manually force it to go to aquilo every time its done with the round trip

asbestospoet

The prometheum ship blueprint has a circuit error on the rocket ammo loader arm for the hub. it got saved with 6k as the value, rather than 10k

Samuel Furger

Does anybode else have the problem if you Input the complet Blueprintbook in Factorio you become the Error "Decompression failed: input is invalid or incomplet" or have a solution to this?

Jokklan

Is there a blueprint that includes the platform requests for the Aquilo Corvette? The first landing requests from the video seems to be missing.

Yehlan Krosz

I noticed several things missing in the overall build. Gates, Flamethrowers, Small electric poles, Steam Power assemblers, Stone Furnaces, might be more. I also found that the starter base cannot handle Yellow and Purple science very well, and cannot handle even a single rocket silo let alone the number provided. I understand you can always expand beyond for those tiles, and you may end up importing many things as well so its most likely not a big deal in the long run just something I found odd. But the missing hub items are extremely strange. Arguably you could hand craft most of these items but Small power poles are heavily used, Steam power is essential until nuclear and could require 2 blocks of steam or more which would also cover your early game stone furnaces. Missing Flamethrowers and gates make little sense considering how important the flamethrowers are for defense and the gates are for trains that leave the base until you can expand the megabase consistently enough. Edit: Blue Belt Upgrades, I knew I was forgetting something. Edit 2: No Lab assembly.

matt Litchfield

im wondering where or how to set-up making tesla turrets should i do it on fulgora or nauvis? also how do we set up the ferry for science to and from vulcanis

akron2314

I think the inserters that load Gleba science into rockets are backwards. Also the medium freighter has a small bug. The design does not allow for storing additional yellow ammo. The maximum the ship can have is the full belt which is less than the constant combinator's setting of 500.

Ben Lee

Has anyone found a solution to this? My landing pad no longer masks requests to my ships

asbestospoet

I think there's something wrong with the requesting circuitry on the new version of the HUB for Aquilo, but I'm not clear on how it's supposed to work and therefore not clear on a fix

Christoph Lamprecht

I put normal quality modules into the upcylers and Fabrics. Later you can use rare ones.

Christoph Lamprecht

Vulcanus only because of the cheap base material aka lava

Nik0815

In your last episode of Aquilo you had a lot of rare items. Those are made on Vulcanos, right? I don’t fully understand how that works. For the quality upcycler hub you need rare quality modules, and for those I need rare advanced circuits, rare processing units, and rare superconductors. Where do those things come from?

Tomáš Červenka

Is this list missing new blueprints for Production (purple) and Utility (yellow) science packs on Nauvis? Or the idea is to produce those packs on Vulcanus only?

Josh Stumbo

What is the fix? I'm not understanding exactly what's wrong, and its ruining my requests for the rockets.

Lewis Abraham

Heya any change you'll be updating the fulgora hub to handle tesla turrets?

Rollixdk

Do you plan to fix the error in Book (- Vulcanus: ) Quality Modules (on Nauvis). Previously posted it on youtube. Constant combinator, Radar Arithmetic combinator and Medium electric pole, is connected incorrectly with red wire. if you don't change it you won't get the number that is entered in the other Constant combinator on Nauvis This actually also applies to Vulcanus Version.

Jeremy Carlsten

I've had troubles with the hubs not making enough items, maybe this is the cause.

GreekWasabi

Is there a bug with requesting logic set up on each cargo landing pad on each planet? The combinators going into the landing pad will include any items in the landing pad storage as part of the calculation? For example... --You request 500 green belts to Nauvis via the combinator logic set up in these blueprints. --You have 300 in your total logistics network on Nauvis, **including** 200 in the cargo landing pad storage (100 in a random storage chest elsewhere in the network). --The cargo pad will request the missing 200. But the ships won't drop them. ----It's almost like the game is counting the missing 200 as the necessary 200 to fill the gap? All I know is that I'm looking at my Nauvis cargo hub requesting items, but they're not dropping from the ships even though the ships have stock and are just sitting there (and unload is checked).

Andronic Rosu

Found a small improvement to your space request circuit, Nilaus! When the roboport network shows shortages, they appear as negative values and get passed into the orbit requests. If you send the signal through a Decider (output > 0) and then into an Arithmetic, it filters out those negatives — keeps the space requests clean and stable. 👍

Örjan Gustavsson

I'm trying to find a blueprint for vulcanus liquefaction. It seem to have been removed from the latest version of vulcanus book?

matt Litchfield

The green circuit block is ever so slightly off center ive been wracking my brain trying to fix it but no matter how much i try it's roboports and paths are not level

Jeremy Carlsten

My non-elegant solution is to re-arrange the perpendicular plastic belt a bit and pull directly from that

Jeremy Carlsten

On the vulcanus LDS block one of the red inserters is trying to pull from a substation instead of a belt.

Zydlik

Google "Nilaus Starter Base" and click the Reddit link from 5 years ago. It's based on Nilaus' design.

m13d

In one of the videos (I really wish I could remember which one) you had a Phase 0 starter base blueprint. I basically had smelting for iron and coper, and red science. It was set up to fit in the city block grid, and wouldn't interfere with future expansion. I can't seem to find it in the blueprints. Can you point me in the right direction?

Grimwald

Is there a location where the twitch saves are posted?

Koen van der rijt

soooooo whens aquilo on the agenda <3 no rush ofcourse, tomorrow sounds nice ;-)

Keith Shane

I just stole the ones from vulcanus for plastic and rocket fuel and adjusted them for nauvis and I use my old block for sulfur and lubricant.

Simon D Jongkind

Any chance on some good miner setups from various stages (using logistics and/or belts)

Christoph Lamprecht

I love your masterclass and use it currently to replay Space age. When launching three of your Middle Sized freighters and doing the moduled I hardly run out of oil. So I needed to Build a Coal liquidifcation Block, but it doesnt look so nice as yours and the ratios are all out of Sync :) maybe you could Build one?

asbestospoet

Heya! the newest Nauvis landing pad needs its inserters moved around a little so that the agricultural science (the stuff that can spoil) will land on lanes with your built-in spoilage-handling.

Arly

Noticed a small issue with the biolabs. The spoilage filter is monitoring the belt with blue and black science packs, not the one with Gleba science packs.

Johan Tejle

Fulgora Landing v1.2 / Landing Block Expanded / Electrolyte production cluster is missing connections for Electrolyte output on left side. possible solution connect outputs at the bottom or top of cluster as the middle is filled with other stuff.

asbestospoet

there are a couple of gleba rocket clusters that aren't included in the blueprints here. pretty sure they're just adapted gleba science rockets, but it's difficult to tell from the video

Charles Couture

hey nilaus, i made a science light freighter from your builds so i can put it in orbit around vulcanus without being destroyed and without having to carry around the white science if you want to see it msg me ill share with pleasure

Gareth Price

The spaceships blueprint was updated

Bas van Reeuwijk

Hi Nilaus, where can I find the blue print of the medium freighter space ship?

marc1706

Hey Nilaus, on the Fulgora Landing i think the green wire for the chests is missing. If i use the Blueprint nothing will be build. Cheers Marc

Airfusion

The purple science build on volcanus does not work when you upgrade it to rare. Not enough stone is made because it doesnt consume the copper or the iron fast enough.

Zernia

Instead pulling Spoilage out of Gleba Rocket Silos, why not empty it with rule "Orbital requests = 0". That would empty non-used gleba reseach out of landing pad, so when requests come it always fresh to go.

Alexandr Subarov

Hello everyone

Polinik

There is a flaw in requesting from orbit to a planet, which can prevent fulfilling requests. For example: I set request of 100 items, in first delivery there are delivered 50 pcs, which stay in landing pad. So combinators will take 100 from constant combinator - 50 delivered pcs and send request of additional 50 pcs. But if those 50 of first batch are still in landing pad the logic will be that there is signal of 50 pcs as request, but 50 pcs are in storage, so no further delivery will be made. Basically, if in landing pad is >= of 50% of constant combinator value it will not top up to 100%.

Leigh Witney

you have two read inputs connected, so counting twice. Disconnect the radar and just have from roboport.

Angel Dean

anyone having a problem wtht vulcan were hub is not working its not making 20 big drill its only making 10

Leigh Witney

make a blueprint from the save game like normal. No issues that way.

Karl Ranseier

None of the blueprints on factoriobin work, importing from the savegame doesn’t work either. When starting the last savegame, all blueprint books get deleted.

Bruno Follet

Factorio bin is down. You can use the save game instead

LurkingLarma89

you need to add mk 1 speed modules to the combinator requests

Jesse Taylor

There are some problems with Factoriobin atm, but the builds are in the save files if you don't want to wait for the issue to be resolved.

Kyle Egan

Are you going to wait to upload the Gleba landing blueprint book?

Angel Dean

anyone know hot to fix the hubs the wont make t3 assemblers

Robert Collins

The vulcanus landing blueprint is missing a filter for just-coal which leads to the carbon assemblers beside the cargo pad getting blocked with calcite

Anthony Gelat

When is the Gleba Masterclass?

Roberth Johansen

Any chance to get a new upload of the save on master class?

DarkPhoenix86

The purple science BP for Vulcanus Landing has legendary Electric Furnaces. I'm assuming this wasn't intentional?

Артём Лабутин

Hello everyone! Surely, someone has encountered this problem: when transferring a finished drawing, it shifts by two cells horizontally and vertically, which is why the drawing is not aligned (even without snapping to the grid). Is there a way to fix this?

Artem Chernyak

I would love to see an episode on trains. I feel like some details of the circuit setup around loading station and oil stations would be extremely helpful.

Robert Collins

Moving the inserter down 3 cells fixes it

Robert Collins

There is a bug in the LDS blueprint for vulcanus The top-right foundry is pulling plastic from a substation rather than the belt.

Resilan Bearcat

I would also be interested in knowing the answer to this question.

David Scémama

I agree this is a great series. Could you explain why you create the sciences on Vulcanus before going to Gleba ? especially knowing that we cannot yet build on lava ... I was expecting the same pace as for the first planets: 2 or 3 episodes per planet. Then back on the first planets for various upgrades, quality, and increase in science per minute. still, I love your work. Thanks a lot

Kolnerd86

even with the new episode, done with gleba, never again? :)

Oleksandr Stasyk

Hey, will you be creating more Master Classes on Gleba, specifically focusing on how to get started? I appreciate the focus on Mega Basing, but it's very hard to follow along without a kickstarter landing base set up.

Dylan

Is there a 4 way intersection variant for city block 2.0 ? Or a stacker ?

David

Here is the fixed link :) https://factoriobin.com/post/rjzjd7

Harry Jones

Newest update leads to 404 Page Not Found for the factorbin

JimTheCat

Please keep this series coming! I'm new to factorio and have had an immensely fun time following along with this series so far. I would love to see this series reach a logical bridge point with the mega base series. Either way, thanks so much for your work and i'm excited to see what comes out next.

Peter

feels kinda bad that this has been down prioritized from the road to 1M SPM series. Dont get me wrong, like that one but this series should come first as its needed to get to where the other begins

Cmdr Dr. Nagi

Started using the masterclass blueprints and noticed there's sometimes stuff included that's not covered by previous blueprints, for example Tier 3 Speed Modules. This is a little awkward, any plans to deal with this?

Juan Roberto Cuellar Lozano

It has not been updated with the latest videos releases

Adam Taylor

Just a heads up that the Fulgora blueprint has some small issues. The landing block is missing the combinators for the automation to set the filters on the landing block. Also on the Hub the automation is connected through the Electromagnetic plant so the hub wont craft anything until all the plants are down. Oh and the Nauvis Base - Phase 3 has an infinity chest in the blueprint preventing it from being imported. Minor issues in all.

Richard Chase

I just created a ew blueprint book called "Starter Science" and copied the sub-books into it.

Chris Talerico

I would just copy the module that you want from the starter base and paste it into your base. You do have to make sure that the hub lines match. He did adjust things as he went.

Luis Velez

Wonder if there is a way to isolate the space hub, rocket silos, modules etc plans from the starter base complete blueprints.

Drovak Sobral

Anyone else having issues copying the Nauvis Starter Base blueprints? I can't paste them in the import string box for some reason.

asbestospoet

that's from a different series. I think it might be in the older Space Age Is Here post

Pablo Montecinos

where can i find the purple science last youtube video blueprint

HouseRunner

City Block 2 The Railway Station is wrong placed. The Locomotive Fuel is loaded and immediately unloaded. The Signal must be set one more to the right

Lucas Birk Magnussen

Dont worry about 300 hours - I got 1000s+ and i still yet don't understand it all, far from haha :D But to answer the question, it dosen't seem it's possible.

Daniel Peterek

I would use the one from Base in the Book

Christopher Carter

Is there any way that with each blueprint in-game, it will also have the link to the youtube video associated with it? I hate to admit it but after 300 hours, there are still some blueprints I dont understand/cant utilize properly. I have a lot more time to go but it would certainly help me to learn

DerpyyPanda

You can download his latest save and copy the level 3 module production square from Vulcanus, he set that up in one of his streams and will likely feature in a YT vid soon. That will give you L3 Blue and Quality Modules for the short term. Hes also setup a bunch of science production on Vulcanus too if that interests you.

Kingofsouls

Is there a design for loading train stations?

11th Regiment

Only thing I wish is that we had made a design to make level 3 modules that we have access to at this point since they are used in the base design.

Clayton Coyne

good shot thanks! that created quite the bottleneck

Chris Malone

Previous episode talks about it. This one also I think. Either way there are upgrade planners in the blueprint book which should explain some things. (You can always downgrade until you are ready)

Alex Maisel

Did I miss the episode/blueprints where he covered quality? In the latest blueprints we are already on Rare but I don't remember when we started even making the Rare items!

Richard Gaudet

I appreciate all the hard work that must go into these designs. Thank you so much for allowing us a peek into your genius.

Skuld

Just a heads up the oil refineries in the advanced oil schematic are messed up. Specifically the top row. The oil and water lines don't match so it won't run half of them.

Craig Davis

He mentioned after Fulgora, he was returning to Vulcanus. Most likely to revamp production to use em plants. After that I figure he'll go to Gleba, i'd bet on a month before Gleba.

Paul

Any time estimate on getting Gleba and Aquilo master classes?

Anthony

for me it was to take the second roboport out of the circuit up by the space and module creation

Dylan

The hub combinators are counting each item twice so only half of the actual amount that is supposed to be produced is made, what wire is causing this or how can i fix this?

Chris Malone

Also missing from intermediate list are the assembly machines.

Alusares

I remember having to closely inspect the wiring configuration. I believe i had to connect the hub circuits to the combinator, iirc

Brian Harris

A couple of things I've noticed about the v1.2 Fulgora blueprints: -Speed Module mk1 is not in the combinator to request, so they weren't being produced to make assembler mk3. -Electrolite machines didn't output two of the machines, they weren't linked together for output.

Claus Celeda

There seems to be something wrong with the Prodction-Control at the Hub... Even If I copy the blueprint directly into the game and don't change anything, the hub keeps producing, even if the numbers set are reached... am I doing something wrong / don't understand something or is there something broken with the Hub/wiring?

Geoff Riley

The internal description of Fulgora Landing still reads version 1.1, but it has the extra blueprints.

Craig Davis

found this out the hard way

Sammy Nah

Suggested addition to the Uranium processing https://factoriobin.com/post/dtsqkq

digitalw0lf

One thing I noticed about the Fulgora hub, you never connected a green wire to the combinator, so the machines never stop making items.

11th Regiment

Careful with this because sometimes the inserters are putting products on belts that are designed to go on one side or the other, and flipping it causes it to reverse. Just basic troubleshooting when this happens.

KhaytovHit

May I flip horizontal AND vertical blueprint of Starter base without negative consequences?

HouseRunner

Ves. Connect to Roboport

Vladimir Khaytov

Nilaus, you are the best. Thank you so much for BP!

Ruoja

Is the Fulgora HUB Block missing green wiring to control amount of goods produced?

Nukemarine

Two things I think are missing for the early stages: Nauvis should have a small bot mall with only purpose to make uncommon (and then rare) solar panels and asteroid collectors for the spaceships. It's fed only by quality mods put in miners with the unc/rare coal/ore filtered off and stored in provider chests before anything reaches the smelters to make the plates/steel/plastic to feed the mall. The filtering is the only messy part and risky if a mistake happens polluting the ore line in the smelters. On Vulcanus, there should be a quick and dirty blue circuit section fed by bots and LDS build that's only to feed the rocket ships. This would help with transport of materials to Fulgora (especially green belts) until it's fully setup and sending EM plants and recyclers to other planets. Not as necessary, but at this point, creating a small patch of foundries on Vulcanus with quality mods to make rare plates/steel to store in provider chests while dumping common/uncommon in lava can slowly feed the rare items back to Nauvis. On Nauvis, make a rare LDS with three foundries (two for the molten metal, one for rare LDS) fed by rare plastic. Much like the purple and yellow science, it's not to create rare everything, just to make the spaceship rare quality with less dependence on random chance.

Olav Stanly Kyrvestad

Got the same when I sometimes use less space science. Just reduced the max number of science stored on the platform and it has worked since.

Chris

Re The Nauvis Space Science Platform... Mine eventually will backup with chunks... after I clear it out the logic seems to be working then ill come back after a while and its jammed up.

Willow

They're under the v1.1 version for "Vulcanus First Landing".

Dominic Hill

I don’t see the blueprints for the green belts and cliff explosives. Were they posted?

Michael McMullen

Minor thing, but in the Vulcanus Green Belts & Cliff Explosives blueprint, it has two blue inserters, while everything else on Vulcanus is just using green inserters, and the Vulcanus hub does not provide blue inserters in a box.

Tomas Davidovic

Agreed, when copying the Vulcanus hub, Nilaus skipped the things crafted in foundries. Might mess up the beautiful layout a bit. :-(

Charles

easy fix is to select and use H to flip but yes i saw the same problem with the blueprint whilst building by hand. dissapointing

Leigh Witney

On Fulgora, not producing iron sticks and pipes - needed for power and engines. Easy to add in (found the saves... duh moment for me...).

Sebastian Flügel

Two of the Refineries are switched the wrong way so heavy Oil is clogged with petroleum gas.

Samuel Furger

If i want to Import the City Block Blueprint i become a error "Decompression failed: input is Invalid or Incomplete.." does anyone have the same probleme or a solution it is probably the Rail - Station part of the Book because when i import everthing separate this is the only one i become this error.

Ferran

Am I the only one who can't access the blueprints link?

Balcerek

Will you be doing an upgrade to smelting? Like swaping steel furnaces to electric or maybe use foundries to smelt iron/copper/steel?

Николай Достойный

There is a great lack of a normal railway network. Stations with logic. Depots. It would be good if there was a book with Depots, loading and unloading stations for liquids and regular cargo.

ahainen

Hi there - I'm looking to record screensaver-like videos of factorio. I'm look for save game files that are really spaghetti'd and messy, similar to some of the opening screens when you launch Factorio. Is there any particular save game of yours that has great spaghetti on Nauvis? I'm assuming not as you're very meticulous - if so, do you know where I could find save game files that are great examples of insane factorio that I can download?

Isaac Herington

i ran into this problem with green inserts, i just went to the blue inserter maker and removed the control behavior, there is probably a better solution but im also no circuit expert. I also then limit the output crate

Thomas schmider

I've run into a bit of a problem if you could help me troubleshoot it, I'm using the blue print and I've made it to bots, but now certain items have negative numbers on their inserters/machines and wont craft anymore which is causing requests not to be fulfilled. I'm watching some tutorials to try and solve it, but I'm still new. I can't figure out how to get stuff to start crafting again and it seems like the logistics network is stuck.

digitalw0lf

It may be because of stamping down 2 different things, or maybe it's a blueprint issue, but I had a similar problem. For me, a lot of the chest were both connected to the network AND connected by a wire, so it ended up double counting everything and was only making half as much as it should have. I ended up disconnecting the chests from the network (easier than trying to find the wires and not breaking connections) and things started being produced in the correct quantity.

Callindrill

I hadn't played since pre-1.0... but something struck me last night to get back into it. These will be most welcome in helping my new playthrough go smoothly as I learn new recipes and patterns. Keep up the good work, Nilaus!

Florian Salomon

Did you use different power poles in the beginning? (would make sense to use the small ones before you get to steel) In that case you probably overwrote the wiring to all the assemblers, which are constrained to only craft when the demand of their item is > 0 (happened to me too). Since your wiring doesn't exist / is wrong, they won't get any input from the combinators thus, their input is 0 and they won't craft anything. I solved that problem by constraining the chests and deactivating the circuit connections for the assemblers. Once I had the bigger power poles I simply removed the smaller ones, then put down the blueprint again to revert all changes made and repowered everything. The wires will then be correct and the assemblers should work as long as their constraint isn't reached.

Peter

Hey Nilaus. This might be me missing a setting somewhere but I cant get teh LDS to load the rockets from Nauvis. Says not enough to fill one rocket. Any thoughts on how to fix this?

Isaac Herington

there is also one on the pipes

Josh Stumbo

Hey Nilaus - With the Constant Combinator and the Arithmetic Combinator, when using your blueprint nothing produces. I can't seem to figure out the logic as to why its not working. Can you update the blueprint or let me know why I can't seem to understand? Thanks in advance!

Tomas Davidovic

There is a bug in the Vulcanus HUB blueprint. Both copper factories (wire and plate) output into both storage chests (wire and plate). Eventually there is all wire in both of them and things stop. Just removing the two superfluous outserters fixes the issue. Also, a small improvement could be made to the green chip production. If the requester chest requested wire, as well as plates, it could utilize the wire-from-lava production once it kicks in. But this one is just a completely minor could-be-better, the extra inserters are a bug.

Louan Fontenele

I was looking at the Navius ​​HUB, and the save, and there are some things missing.

Chris Malone

There is a regression in the Nauvis Base - Phase 2 blueprint. The rail assembler is not constrained. If you go to phase 2 be sure to run to that assembler and set that or you'll be wondering where all your steel is going. This happened before in the standalone hub blueprint. I guess it's back. Phase 1 { "entity_number": 1118, "name": "assembling-machine-2", "position": { "x": 75.5, "y": 9.5 }, "control_behavior": { "circuit_enabled": true, "circuit_condition": { "first_signal": { "name": "rail" }, "constant": 0, "comparator": ">" } }, "recipe": "rail", "recipe_quality": "normal" } Phase 2 { "entity_number": 9109, "name": "assembling-machine-2", "position": { "x": 75.5, "y": 9.5 }, "recipe": "rail", "recipe_quality": "normal" } Other than that, I'm having fun with this! Keep up the good work!

Marek

Any plan for a standalone BP to cover the landing pads attached to the research facilities, or an updated research block?

Hubert Hoover

Hi Nilaus - I've been using these BPs to start a new run-through - I'm wondering what you're expecting for the "starter base" full BPs. The initial HUB is laid out with Medium electric poles - but those aren't available when I'm starting to build the HUB. Had to wedge in small power poles to get stuff running. There are a few other minor inconsistencies with tech levels - like only assembler 1's when 2's are called out in the BPs, yellow vs. red, etc. So - my question is whether you expect players to mess with the BP to use the available tech, or use a separate (old style?) starter until tech gets to the appropriate level? Or? In the "long run", this part of the game is pretty short, so it's not a big deal, I'm just wondering what your strategy is during that initial start period. Thanks!

Per Egil Haugan

my oil seems to gridlock itself with heavy oil and petroleum gas. edit* flipped refineries will do that.

Fernando

Can you post the savegame of this week too? It should be MC08.5.zip or something like that.

Nilaus

It is a reward for patronage

Henrik Levin Bochesa

Is it on purpose that your latest masterclass video is “hidden” or private, or did you forget to turn it on for public view:-) And thanks for your content in general <3

Erik Nelson

been doing a whole streaming series using your new Master Class and it's going great! The only issues (outside small BP inconsistencies) is that in a live playthrough, not having any dedicated areas for rockets and cannon shells will makes biter expansion control tough to deal with for new players. I also see the complete starter base for phase 2 has the final sections for the landing pad in it, but I don't see an upgraded 3.0 science block that contains the BP (or will that be coming?)

Andronic Rosu

Hi Nilaus, The solar power blueprint doesn't have the nice star that you came with. As workaround double drop, solar + city block. However, it will be nice to have it for OCD people :)).

Nilaus

Thanks, I will fix it

Nilaus

Thanks for letting me know. I will not make any 2.0 without Space Age blueprints as that is not how I play and not how the game is intended to be played after Space Age is released

kiwicola

Is now included in the City-Block.

kiwicola

This is a Space Age Master Class. We where working on Vulcanus in the last session.

Cameron Patterson

Hi Nilaus. If you paste the entire base all at once the constant combinator in the hub is missing. Also, would you consider a modified version of this base for those that aren’t using the space age DLC. Just factorio 2.0? I think most things apart from the top two blocks are fine but there’s also no purple or yellow science production

Charles King

Thanks so much for these blueprints - they make it so much easier to get your head around some of the more complex processes! I've noticed a snag in the Oil Processing - Advanced Oil Processing Block: a couple of the refineries doing advanced oil processing are horizontally reversed (top row, numbers 2 and 4 counting from the left). Causes a mixed fluid nightmare if you're manually filling in the blueprint :)

Andrew Stueve

You are including the stations for these? What about some explanation of the train setup your using for these?

Louan Fontenele

Is this a Space Age 2.0 Base in a Book? Or a "normal" Master Class? And if it is a "normal" Master Class, will it be a Base in a Book for Space Age 2.0?

MyFathersSon

The Masterclass series is still running, the last video was 3 days ago.

Hazdrubal

Can we have more blueprints based on the youtube series such as Green, red circuits? Right now the blueprint book seems to be very light atm. Also, what happened to the series? The last video was a month ago.

Morthra

Is there going to be a perimeter defense blueprint added?

Matt Welborn

The issue is the extra “>” at the end of the URL.

Filip Jepsen

the link to the nauvis complete starter base leads to a 404 error

Nilaus

Thanks, fixed in v1.1

Nilaus

It has to be done like that. If I was filtering it, then the steel would not continue as well.

Quagg

In the HUB, you have an orphaned underground belt that splits the upper steel/copper line to combine the steel with the iron. This comes immediately after a splitter, which you could've just filtered instead, to make the lanes no longer care whether copper or steel is on top. Otherwise, fantastic blueprints, so much better than my own designs!

Flowersjj

Error on the complete starter base blueprint for infinity accumulator btw

synobian

I can't design the compact blocks at all.. so the designs are awesome... But not even joking a little.. oil, refineries, and chemical plants fly over my head... feels backwards from rest of the game. Want something so you need to find use for byproducts or everything stops.

J

can be easy to see in the videos, just pause when needed

spacemarine 339

hay can we get a middil part of the bace with the belts leding to all the blocks please

Tamás Kiss

Hit the M key,then left side under other,there is Design space,there is Nauvis base

Isaac Herington

ueep same here

akito yamada

link to the robots&rocket parts blueprints is broken

Patrick Cooper

The most recent save doesnt have a base on nauvis only has space objectives. why is that?

J

love your blueprints, they make base building simple. Was able to take your old city block outer defense and make it work for the new layout and it looks tight

Anthony Gelat

Anyone else see pipes not made for the rest of the hub as soon as the limit to store in the box is reached?

NinjasInPJs

I noticed you made a lot of changes in the videos that arent reflected in the blueprints. Do you plan on updating the blueprints? (eg adding powerlines around the roboports)

RSV4444

Yes I would also like a playthrough

RichO

It looks like Nilaus is using the Infinity Cargo Wagons for testing and didn't update the BP

Daniel Klinkhardt

and the green inserter stops producing when the limit for the blue inserter is reached thx :D

NinjasInPJs

Yes I had the same issue

Jacob Flowers

Is anyone else getting an error when using the smelting blueprint: ee-infinity cargo wagon. I assume this is the revised unloading blueprint with an unknown entity and cant be used.

Ondřej Kisiala

Thank you for this great BP. When building the HUB I mentioned two glitches - rails assembly machine is not enabled for circuit connection (thus keep overproducing) and engines keeps producing as well, even when pumps and locomotives are on limit. Still a new player here, so might be some error on my side as well. But just wanted to drop it here :-)

NinjasInPJs

I would also like to see an expanded playthrough of space age with the logic behind the designs

Skirty007

Oh I might have manually placed an underground incorrectly, apologies!

AL

What i mean is that the proposed bus doesnt have a concrete line https://factoriobin.com/post/8l5ca7/6

Skirty007

In the hub with logistics blueprint the station assembler has no steel input. Edit: I had copper on top with steel on bottom on the line, fixed and working now!

Skirty007

The concrete is in the block with the stone unloader station

Thomas schmider

Out of curiosity, are you planning a playthrough as well? I'm really enjoying the design process, but I really enjoy playing along with you.

AL

Amazing job fitting all the hub into one block well done. Only one question, you have concrete as an input but you don't have it on the bus. There is room to fit it in the iron lanes so don't think its a real problem.

Karen Minasyan

Thank you for your great effort! Your content has always inspired me to get back to the game) Starting my second Space Age playthrough right away.

SempaiPanda

i know its a litttle late, but it sounds like your trying to download an individual file from the zip. you need the entire zip and to put it into your save location. if you dont see the little download icon while just hovering over the name of the save, you can click the ... button and can download it from there.

Trent Davis

https://factoriobin.com/post/sms5p5/10 That blueprint has the infinite wagon in it.

Skirty007

Love these, keep them coming! Thanks for all your hard work.

Sundancer

Hello. As being new to this I am facing difficulties to insert the save game to my game. If I download a save game from the google drive it appears as "control.lua". As using a Mac I am a bit confused. Can anybody support? Thank you in advance.

Mayeu

Nice thank you ! Small mistakes: the blueprint link for the second video is pointing to the Youtube video :)

schmiddy

Love this, please more of it. You are the master of Factorio :D

Momo

Love the Masterclass Stuff, Ive watched them many times.

CoRex

Thank you for starting up master class again. I am sooo looking forward to next episode.

Praem Kodiath

Nilaus, your "paint by numbers" masterclass unlocks so much fun for me in Factorio. I am so happy you are starting it back up again for Space Age!


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