Factorio green circuits - Running a green circuit assembler at full speed consumes 33 copper cables / sec, so being limited to 27.7 cables / sec means you drop to ~84% uptime on the circuit assembling machine. You're supposed to use two of them. You keep making the assumption that there's only one inserter.

 
Green Circuits (Early Game) Find blueprints for the video game Factorio. Share your designs. Search the tags for mining, smelting, and advanced production blueprints.. Noir vesper graduation

Just route the iron through the top green circuit line and feed the copper from the bottom. I use this setup in a column so multiple of this beside each other. The numbers: coper cable: speed: 9.625 and 20% productivity item/min: 2772 = (9.625 * 2 * 1.2 * 60)/0.5 electronic circuit: speed: 8 and 40% productivity item/min: 1344 = (8 * 1.4 * 60)/0.5Circuit-Controlled Routers. by bitwiseshiftleft. Adds a belt-based router network to the game. Make a network of smart routers, connected by belts and by green circuit wires. Request items from the network, or provide items to the network, using I/O terminals connected to chests. This mod is intended to provide another logistics option …Green Circuit build ratios. I've always used the 3:2 ratio for green circuits ( 3 copper cable : 2 green circuits ) But in highly moduled build I've often seen a 1:1 do the ratios change or is something else happening? Prod modules means you get 40% more copper wire per machine. So the optimal ratio becomes 14:15, which most people simplify to 1:1.Decent mid-game Green Circuits layout (Factorissimo 2) As is, outputs ~20 Electronic Circuits per second under full load. Is intended for red belts or better, but will work although less efficiently with yellow ones (and level 1 Assemblers if needed), so you can start early with that and upgrade later.Fits in the most basic Factory building ...I did get something pretty compact & tileable, that still allows direct insertion, by using 9 beacons per GC and 10 per CW. ~ Picture. GC:CW ratio is 1:0.972, so it produces slightly more CW than needed. (The blue chips at the bottom …1. Green circuit assemblers not getting enough copper wire (ratio should be 2:3 not 1:1) so can't keep up with demand. 2. Even if the green circuit assemblers were able to keep up, half of a yellow belt can't supply enough green circuits to keep up with the demand of blue circuits anyway. Ian Harper • 5 years ago. I started producing T3 modules and wanted to use beacons on green circuits. I naively designed a 12-beacon tileable direct insertion on my own, then went online to look for ideas, then I realised 8-beacon is much more efficient. I looked through some designs. They're are either 7+ machines or extra beacons. Then I stumbled upon this blueprint. Stably produce 1k green circuit per min. consume only ore. highly beaconed. can be parallely stacked. copper wires are directly inserted. ingredients are fed by one-side belts. blueprint. first time posting my factory units design, advice are welcome! 10. This build outputs a fully compressed express belt of green circuits from a copper and iron ore input. Iron input is 0.6 of a belt and copper input is 0.64 of a belt. The design is tileable for all your megabase needs. It deliberately does not include any splitters to try keep UPS impact to a minimum. Blueprint string:Factorio version: 0.15 - 1.1. Downloaded by: 75.0K users. This mod adds base game electronic circuit, advanced circuit and processing unit items to Bob's electronics. Recipes are adjusted so the circuits use bobelectronics circuit boards as ingredients. e.g. Processing unit is built from Bob's electronic logic boards.Circuits can be a great way to work out without any special equipment. To build your circuit, choose 3-4 exercises from each category liste. Circuits can be a great way to work out...323. Details. This blueprint book contains 2 blueprints depending on the scope of the base. Blue Circuits based on 2 Red Belt of Green Circuits (module) Blue Circuits based on 2 Blue Belts of Green Circuits (full size to consume all) This blueprint is part of the "Base-in-a-Book" Tutorial series by Nilaus: https://goo.gl/rGdWWV. Copy to Clipboard.all my circuits: under full load (complete consumption) it will produce about 1 belt blue, 1 belt red 2 belts green. maximum production (if higher chip-tiers are backed up) is about 4 belts green and 2.5 belts red. the trains in this bp use LHD! same thing without train stations (but with balancers): history:Edit: Oooh it's so close. I think (8 smelters x 16 modules + 1smelter x17 modules)/9 ~16.222 modules per smelter comes down to 9.02 smelters required. Edit2: So adding another beacon between the last iron smelter and first copper wire assembler should bump the beacon count to 16.44... per smelter which should be enough! There's a 1 to 1 ratio of input iron plate to output green circuits, so you need 2 output green circuit belts. And there's also a 1.5 to 1 ratio of input copper plates to output green circuits. So you need one more belt of copper plate. I would definitely not splice the copper lane into 2. To accelerate its mission to "automate electronics design," Celus today announced it has raised €25 million ($25.6 million) in a Series A round of funding. Just about every electro...by Nilaus, from his "Factorio Masterclass" series. ... Green Circuits, from Nilaus' Factorio masterclass. Posted by anonymous 2 years ago. Green Circuits. View Copy. 4.54 KB 1.1.53 4405. Snapping. 51 x 22, absolute, on grid. Size 50 x 22. Description. by Nilaus, from his "Factorio Masterclass" series. Here's my design which uses additional beacons instead of removing prod modules. It's also very compact and doesn't require splitters. Yes, use full prod 3 and 8 beacons on every assembler, except on the end caps have the machine be a wire assembler, with 9 beacons on it. 2700/ min. So 2 9 beacon wire machines, 1 8 beacon wire machine, 3 8 ... Add some modules and beacons around and it pulls in 1 Blue Belt of Copper (split it between the top and bottom lane), 1 Blue Belt of Iron (split it between the top and bottom lane), and outputs 1 Blue Belt of Green Circuits. A GC is 1 iron plate and 3 copper wire, so the most optimal ratio is using 3x copper wire assemblers (totaling 6) leading ... Now train based design has a much better UPS cost of 2.75ms vs 4.8ms for belt based. The difference in scriptTime makes sense because the train based design uses more infinity trains than belt based. (210 trains vs 120 trains). The ratio (210/120) is also very close to the ratio of the time it takes (8.4ish ms/5.4ish ms)The inserters taking inputs can take from either side of the feed, and the inserters placing output will place onto sides of the finished products. Doing this would let you simplify a lot. Heh, mine is 24 copper factories in a line, feeding 24 green circuit factories. With four prod-3 modules in each.This takes 1 1-4 train in for each iron and copper plates, feeds into 8 belts, and then into 4 rows of green circuit automation. Each " production row" is double sided, with 6 sets of 3 copper wire assemblers into 2 green circuit assemblers. Each 3:2 set makes 4.5 green circuits/sec with 4 productivity modules/beacons running speed modules.Jun 24, 2017 · Re: Endgame belt prod3/speed3 Green Circuit build. by Adeon Hawkwood » Sun Nov 12, 2017 6:51 am. Here's my attempt at this. It's 34.3 circuits/second so only about 85% of a belt but it only takes 65% of iron and copper belts as well. I have found the basic idea of the design somewhere and then refined it. You only need 3 assemblers to saturate a green belt, and some of the buffers were unnecessary. I tightened it up a bit: blueprint in reply. 23 votes, 10 comments. 369K subscribers in the factorio community. Community-run subreddit for the game Factorio made by Wube Software.The thing is that a belt of green circuits to feed red or blue circuit production is a poor choice. Figure out the ratios and feed the green production straight in to the red and blue assemblers. ... finished factorio for the first time today and according to my steam achievements i have produced 246904 electronic circuits, but a lot of those ... You've been waiting for it: the premiere guide/playthrough for beginners and experts alike! Tips & tricks as we play, upping your Factorio experience! Sup... So I just figured I'd go with the productivity modules as even without any other beacons this is putting out a theoretical 6552 green circuit per minute. It takes around 5000 Copper Plate and 4700 iron plate a minute to run. The train stop fully loaded ends up being 153k green circuits. so that should hopefully keep your needs met. 4 is a good number for me. 4-4 balancers are easy to make, and 4 lanes are good for input ratios (4 greens lanes = 6 copper plates lanes + 4 iron) But most greens go directly into blue chips factories anyway, so keep the blues close to the greens and you won’t have to bring all the green lanes all the way to the end of the bus. 7. A. Here we send the outputs from left path and right path down to the requester chests, daisy chained with green wire. You will need to set each chest to "set filters" based on signals. If you mouse over these chests you will see a negative signal for all the items. Nothing is happening, because requester chests ignore negative signals.My first fully beaconed green circuit unit. The restrictions I give myself: No direct insertion/extrusion from undergrounds or splitters, no sideloading of undergrounds and substations only. I did the unthinkable to maximise beacons. The middle copper wire assembler needs 16 items per second. For symmetry reasons I didn't go for 2 inserters.Replaced Wooden Pilons with the mid ones. Copper Income -> (re)Usable Green Circuits on secondary lane -> Max sized tile -> Not Tileable. Find blueprints for the video game Factorio. Share your designs. Search the tags for mining, smelting, and advanced production blueprints.Green transportation infrastructure can help reduce emissions and pollution. Read this article to learn about green transportation infrastructure. Advertisement Sometimes, the best...All the green circuits seems to run at full speed. But it is true that those at the end does not run 100%. 7 to 7,5 is the perfect ratio. I think I just said its close enough to perfect ratio when I made the build. One can also add one more passive provider chests and have the bots do the remaining 0.3 work.This design is unfortunately copper starved. It only produces 533 circuits per minute, while the nominal speed would be 720/min. Fortunately I was able to come up with a build similar in size (18x19 instead of 19x18) that is not copper starved: blueprint. impetus maximus. Green Circuits (Production Modules) Design / Blueprint. I decided to try and have a go at making 40 Green Circuits/second while also abusing productivity modules, since using them allows you to cut down the amount of assembly machines and gets you under 1 belt of copper input (as opposed to 1.5 belts of copper per line of Green Circuits). Hello r/factorio! This is my first post here, and I proudly present to you my design for red circuit production from copper, iron and plastic. My design goals are: Density: The fraction of tiles occupied by assemblers is 6/11 (54.5%) in the main rows of assemblers. If the rows used for input and output belt-fu are counted, this drops to 41.5%.I have come up with an idea to combine smelting and production cause full belt of Green Circuits requires less smelters than a full row to saturate. As a result I have the line of comparable size to a common 2 belt smelting but outputting Green Circuits instead. This build consumes near 70 MW of power. However it is really efficient to merge ... But if you only leave 3 Green assembles and 3 Wire assemblers it will tell you that Wire production is not enough. 3 GC + 3 wire build is fully capable of saturating a belt. Although, this will lead to another issue: feeding those assemblers would require more inserters. Circuits can be a great way to work out without any special equipment. To build your circuit, choose 3-4 exercises from each category liste. Circuits can be a great way to work out...Red/Green circuit network comparisons. by pofigismo » Mon Mar 21, 2016 7:46 am. So i've gotten into circuits just now and within 15minutes of playing around I ran into a problem - there doesn't seem to be a good way of comparing values from red and green circuits. So lets imagine this situation: Red circuit content: 10 gears.Find blueprints for the video game Factorio. Share your designs. Search the tags for mining, smelting, and advanced production blueprints. Find blueprints for the video game Factorio. Share your designs. ... Green Circuit - karolans: assembling-machine-1: underground-belt: Details. As is, outputs ~20 Electronic Circuits per second under full load. Is intended for red belts or better, but will work although less efficiently with yellow ones (and level 1 Assemblers if needed), so you can start early with that and upgrade later.Fits in the most basic Factory building from Factorissimo 2, so it is doable really early.Very ... But I'm somehow to stupid for the math. I think I'm fine with Green and Blue: (like said, all blue belts 45/s) 3 x Copper. 2 x Iron. = 1 x Green. 20 x Green. 2 x Red. = 1 x Blue. but since Advanced circuits need 4 Copper wires instead of 3 like green, the ratio seems a bit off.Science factories take in from both the processed goods and processed materials network and output to the science pack network. So, while planning for my megabase, I realized that out of all my green circuits being produced, ~30% would be used in red circuits, ~50% would be used in blue circuits and ~10% would be used in speed modules, only the ...Connect all inserters to each other and to the output of the combinator using red wire. Connect each inserter to the box it inserts into with green wire. Set the enable condition on each inserter to be Everything (red star) < 0. The combinator calculates the average number of items in the chests, and makes it negative.A. Here we send the outputs from left path and right path down to the requester chests, daisy chained with green wire. You will need to set each chest to "set filters" based on signals. If you mouse over these chests you will see a negative signal for all the items. Nothing is happening, because requester chests ignore negative signals.You only need 3 assemblers to saturate a green belt, and some of the buffers were unnecessary. I tightened it up a bit: blueprint in reply. 23 votes, 10 comments. 369K subscribers in the factorio community. Community-run subreddit for the game Factorio made by Wube Software.No. The ratio's change. A green circuit requires 3 copper wires. At normal productivity that requires 1.5 copper plates. Now with the 40% extra production in the assemblers, a single green circuit recipe still requires 3 copper wires, the input doesn't change with prod modules, only the output.Teahouse accommodation is available along the whole route, and with a compulsory guide, anybody with the correct permits can complete the circuit. STRADDLED BETWEEN THE ANNAPURNA M...No. The ratio's change. A green circuit requires 3 copper wires. At normal productivity that requires 1.5 copper plates. Now with the 40% extra production in the assemblers, a single green circuit recipe still requires 3 copper wires, the input doesn't change with prod modules, only the output.Green chips take 0.5s. Over 6s, a single green chip assembler produces 6/0.5 = 12 green chips, enough to feed 6 red assemblers (a single copper cable assembler also feeds 6 red chip assemblers). The actual times (and numbers to fill a belt etc) change depending on the crafting speed of the machine, but the ratio 6 red : 1 green doesn’t.359K subscribers in the factorio community. Community-run subreddit for the game Factorio made by Wube Software. Skip to main content. ... Was trying to design a green circuit blueprint that would fit within the chunks, and came up with this! Produces two full belts of red circuits.By BP. Once you get nuke power setup, you probably want to max prod module what you can and speed beacon. What ratio of speed/prod are needed for your cable machines to keep up with max prod/speed on your circuit machines? Also, what is the extra space between tiles for? just like the aesthetics of more null space? 3.Green circuits produciton for the late game (-ish) Space Exploration mod. The ratio isn't perfect, but the factory fits neatly into the footprint of 2 wide area beacons. It takes a single belt of copper ingots and a single belt of stone bricks. and outputs (almost) 6 full belts of green circuits. Space underground belts can be replaced with the ...Here is an early game green circuit build I've had and polished for a while now: It borrows the idea I have seen of alternating the spaced used for chip output with the input of iron plates. It has ratio correct inputs, machine counts, and outputs a steady yellow belts worth (15/s). It should be very helpful in the early game!You only need 3 assemblers to saturate a green belt, and some of the buffers were unnecessary. I tightened it up a bit: blueprint in reply. 23 votes, 10 comments. 369K subscribers in the factorio community. Community-run subreddit for the game Factorio made by Wube Software.Community-run subreddit for the game Factorio made by Wube Software. Advertisement Coins. 0 coins. Premium Powerups Explore Gaming. Valheim Genshin ... I tried this (it uses WAY less beacons than my current green circuits build), and one thing to note is that the split belts of input iron/copper MUST be in the same order (iron on top or copper ...Red circuits consume copper wires the most, so those should have their own fully compressed belt. Put plastic and green circuits on two sides of a second belt. The "standard" optimized generic array w/modules is full productivity modules in the assembler and a row of beacons with speed modules to the side. Reply reply.Extra Info. Circuit Green (Yellow Belt) electronic-circuit. Details. This is a tileable green circuit build for the early game. With yellow belts and assembly machine 2's, it can be tiled three times before it becomes starved for copper. I don't remember who came up with this design originally, but please add a comment below if you know.all the bases ive run to infinite have had to have 2-4 arrays making green to keep up with demand at the blue and modules. its part of the learning curve to leave space for more lines. splitting into two early does make it easier to slide in the second lane when you need to, but early on its more of a buffer then needed. 2.2k/min Green Circuit Station. Input: iron ore. copper ore. steam. Output: Green Circuits. 1 - 1 - 4 "cursed" trains with temporary turn-stations.Green Circuits. assembling-machine-2. fast-transport-belt. Details. testteatawetawe. Copy to Clipboard. Show Blueprint. Show Json. Find blueprints for the video game Factorio. I did get something pretty compact & tileable, that still allows direct insertion, by using 9 beacons per GC and 10 per CW. ~ Picture. GC:CW ratio is 1:0.972, so it produces slightly more CW than needed. (The blue chips at the bottom are just a standard 12 beacon setup.) 1. Jun 24, 2017 · Re: Endgame belt prod3/speed3 Green Circuit build. by Adeon Hawkwood » Sun Nov 12, 2017 6:51 am. Here's my attempt at this. It's 34.3 circuits/second so only about 85% of a belt but it only takes 65% of iron and copper belts as well. I have found the basic idea of the design somewhere and then refined it. 1: Standard 2:3 build. 2: 1:1 Build using assebmler1s for green circuits. 3: Upgraded build with production modules. The 2:3 build is the most …To export a Blueprint to a string, right-click it in your inventory or the library and click the grey "Export to string" button. To use another player's Blueprint, you'll need that Blueprint's string. Once you have it copied, click the "Import string" button to the right of your hotbar, paste the string in, and click "Import".For example if you want to output 10 Rocket control units per minute, you will need 6.5 assembling machines I for green circuits and 14 assembling machines I for red circuits. And that is just for the Rocket control units, not factoring in the need of the rest of your factory. Generally the answer is N+1.Oct 1, 2020 · FACTORIO MASTER CLASSThis series of Tutorials and How To Guides help you become a better Factorio EngineerEach video serves as a beginner's guide but also co... 2k/min Green Circuit Station. Input: iron ore. copper ore. steam. Output: Green Circuits. 1 - 1 - 4 "cursed" trains with temporary turn-stations.Upgradeable ELECTRONIC/GREEN CIRCUITS - Factorio 0.18 Tutorial/Guide/How-to. FACTORIO MASTER CLASS This series of Tutorials and How …FACTORIO MASTER CLASSThis series of Tutorials and How To Guides help you become a better Factorio EngineerEach video serves as a beginner's guide but also co...Green Circuits. assembling-machine-2. fast-transport-belt. Details. testteatawetawe. Copy to Clipboard. Show Blueprint. Show Json. Find blueprints for the video game Factorio.Edit: I tested out two 1:2 designs, one with extra beacons in between the plants and one without. The extra beacons get 635/m output for 32 modules, without it is 517 for 24. Computing output/module: 1:2 boosted gives 635 / 32 = 19.8 cpm/module. 1:2 normal gives 517 / 24 = 21.5 cpm/module. So it seems that a very simple 1:2 design is actually ...Want to learn how to reset a circuit breaker? It's easy to get your devices back up and running after a circuit breaker trips. Advertisement Most homes use circuit breakers that tu...Add some modules and beacons around and it pulls in 1 Blue Belt of Copper (split it between the top and bottom lane), 1 Blue Belt of Iron (split it between the top and bottom lane), and outputs 1 Blue Belt of Green Circuits. A GC is 1 iron plate and 3 copper wire, so the most optimal ratio is using 3x copper wire assemblers (totaling 6) leading ... Factorio Prints. This is a site to share blueprints for the game Factorio. Blueprints can be exported from the game using the in-game blueprint manager. [Video Tutorial] There is also limited support for the 0.14 blueprint mods Blueprint String, Foreman, and Killkrog's Blueprint Manager Jun 24, 2017 · Re: Endgame belt prod3/speed3 Green Circuit build. by Adeon Hawkwood » Sun Nov 12, 2017 6:51 am. Here's my attempt at this. It's 34.3 circuits/second so only about 85% of a belt but it only takes 65% of iron and copper belts as well. I have found the basic idea of the design somewhere and then refined it. I have come up with an idea to combine smelting and production cause full belt of Green Circuits requires less smelters than a full row to saturate. As a result I have the line of comparable size to a common 2 belt smelting but outputting Green Circuits instead. This build consumes near 70 MW of power. However it is really efficient to merge ... But if you only leave 3 Green assembles and 3 Wire assemblers it will tell you that Wire production is not enough. 3 GC + 3 wire build is fully capable of saturating a belt. Although, this will lead to another issue: feeding those assemblers would require more inserters. Community-run subreddit for the game Factorio made by Wube Software. Skip to main content. Open menu Open navigation Go to Reddit Home. r/factorio A chip A close button. Get app Get the Reddit app Log In ... I'm currently designing a main bus and needed a setup for four belts of green circuits. All i really care about is the width, not the ...

A litte more than 1.5 blue belts per unit, easily mergeable to a 3 blue belt assembly with a 4-to-4 balancer at the end with one lane cut off. One such assembly is able to constantly produce a bit more than 7.6k green circuits per minute when fully beaconed but I was able to leave out the outermost beacons and still produce more than 7.4k which .... Emporia nc restaurants

factorio green circuits

you can make the green circuits on site so that you don't need to tap your green circuit lanes too. To save materials, don't use a splitter to merge the output red circuits together immediately from the outputs of the assembling machines. Just turn the belt receiving the red circuits to face left on the left side, and right on the right side.This is the design I use for my red circuits in 0.17. Features: Belt-based, fully beaconed, compact Takes one full belt each of green circuits and plastic plus 0.7x belt of copper, and produces 0.7x belt of red circuits Fits inside substation grid 1.8k/m red circuit production !blueprintLate Game Green Circuits [item=electronic-circuit] electronic-circuit. beacon. Details. Full Tier 3 Speed Modules Beacons + Full Tier 3 Prod Modules. Copy to Clipboard. Show Blueprint. Show Json. Find blueprints for the video game Factorio. Connect all inserters to each other and to the output of the combinator using red wire. Connect each inserter to the box it inserts into with green wire. Set the enable condition on each inserter to be Everything (red star) < 0. The combinator calculates the average number of items in the chests, and makes it negative. As is, outputs ~20 Electronic Circuits per second under full load. Is intended for red belts or better, but will work although less efficiently with yellow ones (and level 1 Assemblers if needed), so you can start early with that and upgrade later.Fits in the most basic Factory building from Factorissimo 2, so it is doable really early.Very ... This takes 1 1-4 train in for each iron and copper plates, feeds into 8 belts, and then into 4 rows of green circuit automation. Each " production row" is double sided, with 6 sets of 3 copper wire assemblers into 2 green circuit assemblers. Each 3:2 set makes 4.5 green circuits/sec with 4 productivity modules/beacons running speed modules.For example if you want to output 10 Rocket control units per minute, you will need 6.5 assembling machines I for green circuits and 14 assembling machines I for red circuits. And that is just for the Rocket control units, not factoring in the need of the rest of your factory. Generally the answer is N+1.Prod modules give the exact same percentage of returns for all items. As you said you need a lot of green circuits, it's best to just redesign it with beacons and use productivity modules. You can build it with half the ore needed normally needed and with beacons the build becomes really compact and efficient.The Insider Trading Activity of Greene Barry E on Markets Insider. Indices Commodities Currencies Stocks23 favorites Factorio: Processor chip - Układ procesorowy. Automatyzacja, Jak działa, schemat budowy, przewodnik. Automatyzacja, Jak działa, schemat budowy, przewodnik. 4 favorites Flying robot frame - Szkielet latającego robota.Details. A simple green circuit layout for early game. Copy to Clipboard. Show Blueprint. Show Json. Convert to 0.15 blueprint. Find blueprints for the video game Factorio. Share your designs. Search the tags for mining, smelting, and advanced production blueprints.FACTORIO MASTER CLASSThis series of Tutorials and How To Guides help you become a better Factorio EngineerEach video serves as a beginner's guide but also co...Community-run subreddit for the game Factorio made by Wube Software. Members Online Compact semi sushi based factory, Resource delivery by train for pick up by robots and liquids direct into barrels.Find blueprints for the video game Factorio. Share your designs. Search the tags for mining, smelting, and advanced production blueprints.Hello r/factorio! This is my first post here, and I proudly present to you my design for red circuit production from copper, iron and plastic. My design goals are: Density: The fraction of tiles occupied by assemblers is 6/11 (54.5%) in the main rows of assemblers. If the rows used for input and output belt-fu are counted, this drops to 41.5%.Community-run subreddit for the game Factorio made by Wube Software. ... To produce 430k/m green circuit, a not super optimized belt design cost 4.8ms per tick. A (almost) train to train design cost 2.75ms per tick. For reference, a 2.7k spm base needs about 90k/m green circuits. That said there no such thing as “too many green circuits”. I start with 4 to 8. 4 belts of green chips might seem like a lot, until you look ahead a bit and imagine that 4 belts becomes 2 belts & 1 belt of red chips, and then those 3 belts becomes less than 1 belt of blue chips :) Community-run subreddit for the game Factorio made by Wube Software. ... To produce 430k/m green circuit, a not super optimized belt design cost 4.8ms per tick. A (almost) train to train design cost 2.75ms per tick. For reference, a 2.7k spm base needs about 90k/m green circuits.1.1 belts blue circuits 8 belts red circuits 34 belts green circuits This makes 1/8 of that (missing 2 belts of green). Why haul all those green circuits around with trains, if most are used by blue and red circuit production anyway.34 votes, 15 comments. 363K subscribers in the factorio community. Community-run subreddit for the game Factorio made by Wube Software.You only need 3 assemblers to saturate a green belt, and some of the buffers were unnecessary. I tightened it up a bit: blueprint in reply. 23 votes, 10 comments. 369K subscribers in the factorio community. Community-run subreddit for the game Factorio made by Wube Software..

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