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  • pocket-base-space-age-v21-0-6.txt
  • pocket-base-vanilla-v21-0-6.txt

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Content

 TL;DR

A modular, EARN 21-compatible base capable of producing nearly all Vanilla and Space Age items, launching numerous rockets, and achieving up to 405 SPM in science production.

The Story

My Quick Start Base (QSB) is designed for the early stages of the game. It’s meant to be modular, compact, and easily defensible. While it serves its initial purpose well, its small footprint becomes a limitation as you move toward a mega base or need to transport items between planets. Due to its size, the QSB doesn’t produce certain critical items—like blue belts, beacons, or T2 & T3 modules—needed for my Rail Blocks or larger setups. It also has very limited yellow and purple science production.

The Pocket Base is the next evolutionary step after the QSB.

Same Idea, New Approach

Like previous versions, Pocket Base v21 aims to produce everything you need in a well-organized area. Stage-1 can be constructed by EARN Construction Service Trains that deliver items from the QSB, and then it can produce the rest of the required items on its own.

The key difference in v21 is that it’s designed specifically for Factorio 2.0 and the Space Age DLC. This ensures you can fully utilize new science packs and other Factorio 2.0 benefits. It also uses the latest EARN 21 Framework, featuring numerous improvements over older versions.

How to Build the Pocket Base

  • Stage-1: Manually place the Construction Service Station on Stage-1. Ensure it’s connected to the rail network so the Service Train can begin delivering materials.

  • Stage-2: After Stage-1 is complete, place Stage-2 and let it finish building.

  • Full Base Tier-1: Once Stage-2 is done, place the Full Base Tier-1 to start producing science packs.

Later, you can upgrade belts and modules with Tier-2 and Tier-3 blueprints.
You’ll need to use super-force build mode to upgrade existing entities (belts, chests, assemblers).

Capabilities

  • Integrated Service Station: Allows self-expansion with support from the QSB.

  • Electric Furnace Smelting with Modules

  • Oil Processing

  • Green, Red, and Blue Circuit Production

  • Uranium Processing

  • Ammo Hub

  • Comprehensive Mall producing almost everything you need

  • Science setup capable of up to 410 SPM

  • Module production for self-upgrades and future expansions

  • Built-in Service Hub

Compatibility

Pocket Base v21 uses EARN v21 tracks, stations, and trains. If you’re using an older version of EARN, you may need to consider previous Pocket Base versions.

There are two Pocket Base editions:

  • Vanilla Edition: For Factorio 2.0 without the Space Age DLC.

  • Space Age Edition: Requires the Space Age DLC.

Note:

The Pocket Base was designed and is maintained primarily by MisterGrimmJaw on our Discord Server. I assisted with some design changes, but most of the credit goes to him.

Changelog

v21.0.6 (March 18, 2025)

  • Fixed missing rails at stage 1

  • Fixed the inserter at productivity science facing the wrong direction

  • Fixed wires at Vanilla Space science.

  • Fixed wrong offset for T2 and T3 blueprints

  • Added a bot overflow inserter working with the limits set in the bot controller

  • Fixed wrong modules for refineries

  • Fixed buffer chest settings for grenades and cluster grenades

  • Fixed stage 1 bot controller not reading correctly and oversupplying bots into the network

  • Fixed missing light oil connection at oil processing

  • Finally fixed the concrete Layout fixed the service station for the Vanilla version.

  • Changed the steel chests at ore stations to storage chests. Optional 2.2 Stage swaps them to Buffer chests.

  • Fixed wrongfully made power pole connections by placing blueprints (Space Age)

v21.0.3 (December 17, 2024)

  • Fixed missing power pole at the smelter stacks for the roboport.

  • Fixed missing wire connection on copper station buffers chest.

  • BP now includes important inserters.

  • A Constant combinator now handles all import requests for the Cargo Hub.

  • Updated the Service Station with the upcoming EARN version.

v21.0.2 (December 9, 2024)

  • Fixed the missing green wire

  • Fixed the connection between two sides of refineries

v21.0.1 (December 8, 2024)

  • Fixed chunk alignment problem.

  • Updated blueprint descriptions.

Files

Previews only

Comments

Enes Camci

Is there support for the new 50% productivity buildings or how are you guys planning to adress those?

ElderAxe

The base doesn’t have support for foundries out of box. But you can replace the smelting rows

finger_404

Base dosent have stations for trains, they stuck Can you help with it?

Nazif T.

can't paste ingame. the textbox grays out. do you have any idea why?

ElderAxe

IDK. Never had an issue like that. Maybe you're trying to paste space age version into vanilla game?

finger_404

v21.0.13 Trains do not go after unloading, because there is no [D]Deployer Exit station, and i cant hande how to make it

Nazif T.

ok i solved thank you. the issue was my linux not copying 2+mb text properly

ElderAxe

Deployer interrupt should only trigger when you place new trains on deployer station. Can you join discord? And we check together

Arcadian Lab

Awesome work both of u. I just have one doubt, i did your starter base first, and some other blocks, is it safe to erase the starter base without making a new hub? i think thats the whole brain of both bases, but i could totally be wrong and there is a new hub in the pocket base. im on stage 2.1 of the pocket base and im afraid of erasing the starter base and messing my whole train network.

ElderAxe

There is a core blueprint inside EARN 21 book. You have to place that to the service hub inside the pocket base. Then you can delete the QSB.

Scoren

love the BP i was just wondering if you could some how wire the space hub up so that it can read was items are in the base storage system so that my cargo ships wont drop items down at the moment i am having to leave the stuff in the space hub so i dont over send. thanks

Sabanakle

Amazing new version. Thanks very much. Quick question. You mention for 21.0.2 Fixed the missing green wire Which was it? I ask as I have found 2 wires missing from the top right copper station. It was not connected to either red or green, and then I saw this comment and was wondering if this was the same issue or if there is another issue elsewhere?

ElderAxe

With the latest experimental build now you can drag blueprint txt files to game and it will import.

William Quinlan Coleman

I think there is a bug in your oil processing.. it seems to not want to start petroleum gas production using light oil cracking. Your logic seems to work initially, but it ultimately shuts down and petroleum gas runs out without the cracking units coming online. The tanks are not all filled and even adding new tanks does not turn on light oil cracking. I just set the logic statement to > than 1 instead of equals 1 since I could not figure out how you were evaluating the volume of the tanks to turn on light oil cracking.

ElderAxe

What is the value of fluids the combinator near the tank reads? You should be able to see that when you click on the combinator.

ElderAxe

There was a missing wire near the oil setup. That is fixed with 21.0.2 I saw the copper station issue as well. Gonna be fixed on the next version. Than kyou.

William Quinlan Coleman

there were no values in the constant combinator? I re-pasted the BP and still no values. I added them at 15k each for light, heavy and gas.. let's see if that works.

ElderAxe

It should read the values from storage tanks and you should be able to see the numbers on the combinator. We can check together if you can join our discord.

Alexander Atamanov

Great job! Enjoy playing with your bases and framework! Question. In this blueprint there is no battle drones. Do you have plans to add it in the next versions? Thank you!

Scorpion80MS

First I want to say thanks for all your work on these Blueprints. I have made several myself and I know how time consuming they can be, so thank you. Now I don't know what happened since the previous version of this blueprint but now almost all factories in the Mall/HUB (whatever you want to call it) only produces 50% of what the Mall Controller says, and I can't track down why, I am missing something somewhere but can't find it. It's probably right in front of me, that's how it goes. Just wondering if you had any thoughts? It's Pocket Base 21.0.3 for Space Age and I don't remember 21.0.2 having this issue. Also, can't wait to see how you setup the starter bases for the other planets as well, good luck and thanks again.

Scorpion80MS

Sorry forgot to mention that changing the -1 to -2 on the Arithmetic combinator for the Mall fixes it, kind of. Some quantities are still off. I don't remember what that combinator was set to on previous version. Just found it odd as some items like Green Circuits, Iron Plates would be fine at -1 but solar panels for example would only be 1/2. Maybe I'm going crazy with all the gaming I've been doing LOL.

ElderAxe

Checked it again with the latest blueprint but this behavior is not happening. Is it possible that you changed the multiplier field when you edit the logistics group? Do you see x2 at the end of the group names when you click on constant combinators? like: Pocket Base 21 - Intermediates x2

Scorpion80MS

I checked on the groups, no x2 only the one group. If you tell me how I can send screenshots if you want. I also, pasted a fresh blueprint after typing the first comment on the other part of the map, made no changes at all, just pasted, let it build and this supplied ore, same thing is happening. When I have time later this week I will try again on a new map with no MODS at all, well maybe the editor MODS so it doesn't take me hours to get to this point and try again. Right now I just set the Ari Comb to -2 so it produces the 100 Electric furnaces as none of my science was running as it stopped dropping them onto the science belt since it only made 50. I know I could have adjusted the Constant combinator but since everything is halved it was just easier to change to -2 from -1. I will keep doing some testing and let you know.

ElderAxe

latest version now has a combinator for setting landing pad requests and doesn't request items that are available on the logistics network.

ElderAxe

You can upload the screenshot on imgur or any similar service and send the link here. Or we can check together if you can join our discord server.

Scorpion80MS

Found the issue and fixed it. I had to import the blueprint again, for some reason is was connecting both Roboports by the mall and bot controllers and the one by the mall was set to "Read logistic network contents" when I turned that off it fixed it, so I disconnected the green wire, working good, pasted blueprint and I could see the wire in the ghosts so like I said, I imported the blueprint again and this time its not there so I have no idea what happened when I imported the blueprint the first time but it is working now. Thanks for your help, you talking about the logistics group and the fact that they can be doubled got me thinking so I went though everything again and found it. Keep up the great work!!!

lickalemon

Thank you for the comprehensive overview. Have you considered screen recording plugging in the placed base to the power? Would the accompanying document have the most detailed information to read through?

Ols

I had issues setting this up. I didn't have the Space DLC. I downloaded the BPs for the QSB and pocket base (vanilla). QSB is up and running - awesome, so time for the PB. Following instructions, it is: "Stage-1: Manually place the Construction Service Station on Stage-1." So this means, I need the EARN 21 BP as that's where the station and train are; but the EARN 21 Master BP, which requires Space DLC. I tried the BP just to get the train linked, but the train BP only will display 3 of 4 carriages due to error of the Big Mining Drill (and I assume Crygenic plant etc). Second question, if setting PB up by train, following these instructions above on website, how do I "load" the trains. The train is looking for a "S {repair pack}: Load" station that doesn't exist in the QSB or instructions? You may want to update instructions how to get this building without Bots. "Construction: add on" station has this name, but requires requester chests - right at the end of the tech tree. The Single QSB science production for purple/yellow will make this take forever I would have thought. TL:DR - encountering issues with the BPs if still on vanilla to get the PB connected by train to build.