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I am creating and releasing MASTER CLASS videos for Factorio Space Age. This post will contain links to Blueprints & Save Games

I am slowly starting to create and release MASTER CLASS videos for Factorio Space Age.

This post will contain links to Blueprints & Save Games for all resources related to Master Classes. Thank you for supporting the channel on Patreon 💜Playlist:https://www.youtube.com/playlist?list=PLV3rF--heRVssyLk30-sIQ3D-SX99WbxdSave Games: https://drive.google.com/drive/folders/1hUkfTLE2MPU7qP1hgKfO01B7QQyoeHFd?usp=sharing Blueprints: - City Block 2.0: https://factoriobin.com/post/fwimaa v1.6 (same as Nauvis)- Early Smelting: https://factoriobin.com/post/s9n5q1 v1.1- Nauvis HUB: https://factoriobin.com/post/mt2ykx v1.2- Starter Science: https://factoriobin.com/post/fe1aiw v1.1- Oil Processing: https://factoriobin.com/post/6c5e1k v1.1- Robots, Rockets & Space HUB: https://factoriobin.com/post/6id32q v1.2- Nauvis Starter Base (Complete): https://factoriobin.com/post/pxrmu7 v1.3- Uranium Processing: https://factoriobin.com/post/sdpfga- Nauvis: https://factoriobin.com/post/v0w8qs v1.6 LATEST UPDATE (same as City Block)- Spaceships: https://factoriobin.com/post/96rp1t 1.7- Vulcanus: https://factoriobin.com/post/j0ugcg v1.18 LATEST UPDATE- Fulgora: https://factoriobin.com/post/l4iyhv v1.5- Gleba: https://factoriobin.com/post/6znafs v1.4- Aquilo: https://factoriobin.com/post/4mqwx4 v1.5

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Comments

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!

CoRex

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

Momo

Love the Masterclass Stuff, Ive watched them many times.

schmiddy

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

Mayeu

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

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.

Skirty007

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

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.

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.

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.

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.

Skirty007

The concrete is in the block with the stone unloader station

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

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

NinjasInPJs

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

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 :-)

Flowersjj

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.

NinjasInPJs

Yes I had the same issue

Daniel Klinkhardt

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

RichO

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

RSV4444

Yes I would also like a playthrough

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)

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?

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

Will Kimball

Thank you for this comment. I figured I'd done something wrong, but I couldn't find it. I had the same issue with steel and copper.

Patrick Cooper

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

akito yamada

link to the robots&rocket parts blueprints is broken

Tamás Kiss

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

Nilaus

it has been fixed now

spacemarine 339

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

J

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

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.

Flowersjj

Error on the complete starter base blueprint for infinity accumulator btw

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!

Nilaus

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

Quagg

I realized that later when some stuff stopped getting made. Oh well, as much as I like to avoid orphans, guess this one can't

Nilaus

Thanks, fixed in v1.1

Filip Jepsen

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

Matt Welborn

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

Morthra

Is there going to be a perimeter defense blueprint added?

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.

StalkingyouGames

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

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?

Andrew Stueve

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

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 :)

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

kiwicola

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

kiwicola

Is now included in the City-Block.

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

Nilaus

Thanks, I will fix it

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 :)).

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?)

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

Nilaus

It is a reward for patronage

Fernando

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

Per Egil Haugan

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

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!

Marek

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

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!

Louan Fontenele

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

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.

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

No, the pipes are correct. There it is outserter from the pipes into a box, but inserter from the box into the underground pipes, which require both pipes and molten iron as ingredients. Whereas the plate and wire are both made solely from the molten copper, and were both outputting into both boxes.

AlSpear

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?

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.

Ultraperipheral Games

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!

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.

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.

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

AlSpear

Thanks for the tip! I ended up installing a mod that fixes this.

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?

Erik Nelson

that's the way it is supposed to work. The negative number represents what the hub combinator is requesting for your base minus the total items in your logistics network (ie: your combinator says 50 assemblers but your network has 100 in boxes the number will be -50) . It's tracking all logistics boxes, not just the ones in the hub. Once you go under the amount it will start again. If you want there to be more in the network then you go to the combinator in the hub and adjust the total amounts you want in network

Salem Prompthous

As Erik Nelson said, that's how it's supposed to work. One caveat, though; if you read the storages through both the RoboNetwork and through wires, the combinators (controllers for the entire system) will count the same item twice. Once upgrading to RoboNetwork, remove reading of the storage directly (either by removing the wire, or individually deselect "Read Contents"). (I figured this out through altering the selector, and seeing the assemblers never made more than half of what I had set it to. I did not, however, upgrade through forcibly overwrite the basic BP with the Robo-Enabled BP, which might have this fix built in.)

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.

Balcerek

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

Ferran

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

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.

CodZockMZ

Also had the problem and if u use the Blueprint it does not remove the wire connection from the pole near Radar since u dont need that with Logistics thats how i solved it

Sebastian Flügel

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

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...).

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

Tomas Davidovic

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

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.

Dominic Hill

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

Willow

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

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.

Olav

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.

Let's Learn Japanese with 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.

Ruoja

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

KhaytovHit

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

HouseRunner

Ves. Connect to Roboport

KhaytovHit

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

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.

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.

Craig Davis

found this out the hard way

Craig Davis

the new city block 2.0 doesn't really like being flipped on fulgora anyways. I rotated the fulgora recycler stacks and had to place down an extra lightning rod to provide coverag.e

KhaytovHit

Thank you so much for answers. I was suspect, what may be problems. Some of old Nilaus blueprints not may flipped right. Exactly jump base 0.18 with steel. However, this blueprint very very convenient, before I start build Super megabase on Navius.

Josh

how do i actually fix this?

digitalw0lf

Just run a green wire from the roboport that's just to the south up to the combinator.

Geoff Riley

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

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?

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.

Alusares

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

Chris Malone

Expanded hub blueprint includes the green wiring

Chris Malone

Also missing from intermediate list are the assembly machines.

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?

OccultistTechnology

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

Paul

Any time estimate on getting Gleba and Aquilo master classes?

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.

Vincent S.

Yes, his focus seems to be Shapez right now, so I think we have to wait a little longer for the masterclass to come to Gleba and Aquilo.

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.

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.

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!

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)

Clayton Coyne

good shot thanks! that created quite the bottleneck

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.

Kingofsouls

Is there a design for loading train stations?

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.

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

Daniel Peterek

I would use the one from Base in the Book

Kingofsouls

I thought about that but I wasn't sure how to adapt it....but now that I think about it.....

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.

Christopher Carter

🤣🤣 Well i appreciate the honesty. This game has become an unbelievable addiction lol

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

Pablo Montecinos

where can i find the purple science last youtube video blueprint

asbestospoet

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

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.

Luis Velez

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

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.

Richard Chase

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

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.

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?

AlSpear

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

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.

Harry Jones

Newest update leads to 404 Page Not Found for the factorbin

Dylan

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

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.

PK

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

Adam Taylor

That is the Megabase series not the Master Class series :)

PK

I Know, but it show how he loves Gleba ;)

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

Resilan Bearcat

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

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.

Robert Collins

Moving the inserter down 3 cells fixes it

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.

LabutinArt

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?

DarkPhoenix86

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

Roberth Johansen

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

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

Angel Dean

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

Kyle Egan

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

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.

LurkingLarma89

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

Bruno Follet

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

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.

Leigh Witney

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

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

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

nohsi

The links work now for me

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%.

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.

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.

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

Bas van Reeuwijk

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

Gareth Price

The spaceships blueprint was updated

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

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

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.

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.

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.

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?

Simon D Jongkind

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

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.

Koen van der rijt

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

Grimwald

Is there a location where the twitch saves are posted?

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?

Zydlik

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

m13d

Thanks! But there was one for Space Age specifically. It fit in the new City Block design, and used the same science and lab design as the Phase 1 base

Jeremy Carlsten

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

Jeremy Carlsten

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

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

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?

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. 👍

JamesEarlJones

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).

Jeremy Carlsten

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

JamesEarlJones

I just realized I'm also having that issue with all of the hubs. Did you manage to fix it?

Artem Chernyak

I've had the same issue. The quality module hubs use a different combinator setup than the other hubs. I've switched all my hubs to that setup and haven't had any issues since.

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.

Polinik

I wrote about this 2 months ago, down the comments list: 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%. One solution of this issue is to use inserters to remove all the items from the landing pad into purple chests. But there will be another issue, if you want to have some stuff to remain in landing pad (like Science) -- you can only blacklist few items for inserters, so basically only few item types can stay in landing pad in this scenario.

Rollixdk

If it is connected to radar, and you have built the Module 3 Blueprint, So yeah, you won't get what you asked for. the red wire is connected incorrectly on Module 3 Blueprint.

Lewis Abraham

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

Josh Stumbo

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

Rollixdk

I like doing it this way, as I can then also see what needs to be done in the network. https://factoriobin.com/post/hwc080 It can also be done with an arithmetic combinator that subtracts what is in the network (Green wire) from what is requested (Red wire) It is set up so that it puts what is in the Robot network into the request network, but it is just multiplied by -1. and therefore it can behave a little strangely. Hope this helps, Otherwise, write again and I'll try another way.

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?

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?

Christoph Lamprecht

Vulcanus only because of the cheap base material aka lava

Christoph Lamprecht

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

Artem Chernyak

There is an episode about making rare quality modules. It's the same type of system. Everything gets up-cycled.

Krisztián Cseh

You start with normal quality modules it gets some uncommon, you update thoose with uncommon, now you have a higher chance to have better items, you update more with rare etc etc. It only takes time, you will eventually get all the items.

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

Ben Lee

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

asbestospoet

I just found the error. the constant combinator has both a red and a green connector if you've overlaid the new print like I have. Remove the green connector and it should communicate with the rest of the network correctly. Nilaus' old blueprint had a green connector which was corrected in the new one

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.

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

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.

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.

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?

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

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

JamesEarlJones

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

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.

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.

Bill Franklin

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

Jonathan Richards

I've seen this problem too. It was possibly because I was using the Aquilo supply corvette also to bring science *back* from Aquilo, so I had to set it up to unload at Nauvis. The other possibility is that it had failed to get any of something in short supply - e.g. the rare tier 3 modules. Now that I have two corvettes, things are running more smoothly.

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.

EnderWiggin07

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

Debu Debu

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

Jeremy Carlsten

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

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

Debu Debu

I mean, that sounds complicated. I just ended up putting underground belts on the red and green science belt and put 2 requester chests and stack insterters on top to put on the cryo science belt after posting this

mueslihai

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

Ben

Yeah having the same issue, both side got blocked.

Jeremy Carlsten

I think it's a fairly rare case of too many green at once.... Maybe??? I cleared it out and restarted and haven't had issues since.

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.

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.

Philip Gallagher

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

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 :-(

Leigh Witney

Under City Block 2.0 collection...

Kenneth Thuesen

Thanks, I found it. Here is to hoping that Nilaus will Make one Book Called Factorio Space Age Master class, where all the other books will be inside. That way we don't have to go through them all to see if there has been any updates. Either that or he writes Version number + last update date.

Gabriel Mihailescu

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

Mark J.A

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

Philip Gallagher

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

Bruno Neute

Initially, yes. Later you can unlock the ability to produce sulfuric gas and plastic from plants. I built a small blue-circuit section using Nilaus’s Vulcanus blueprint, and it’s holding up well. You can scale it with foundries using iron and copper ore. You’ll still need to import calcite, though.

Hottemax

same. Something is not 100% secure in the circuit logic

James T

Both of my quality factories are disabled by control behavior

James T

change the combinator to read rare modules not regular modules

Charles Couture

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

PenguinKills (edited)

Comment edits

2026-09-27 01:00 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.
2026-02-04 22:08

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.

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.......

Smeagol001

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

Rainbow Sky Dancer

personally just replaced those with normal stuff, it works fine

Rainbow Sky Dancer

personally just used in situ stuff to avoid having to import extra calcite, ended up having to install a memory storage, gleba had so much calcite, lol. once the initial hub has stuff, u could cut the calcite in half or more and be fine, unless you're making vast quantities of items, or upcycling right away [personally not, will be soon] in situ, there's a lot of mats coming in there. and yeah defo switch to gleba blue circuits, save yourself some logistics headaches. and super easy. already making sulfur in those blueprints just set up a coupla chem plants and EM plants for the circuits and you're set. it runs itself, and the rockets are always ready

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.

Philip Gallagher

So, each time you use the blueprint, it needs to know which item and how many (typically chose one or two stacks).

GroovyAlpaca

Is there a train blueprint here?

GroovyAlpaca

I see rail blueprints in City Block 2.0, but no Locomotive + Cargo Wagon blueprints. I did find one in the Megabase links in another post though.

GroovyAlpaca

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

JamesEarlJones

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

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?

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

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?

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.

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?

Klaus Mier

Its the Connection to the Robport, left right side, delete it.

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.

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?

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?

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.

Konstantin

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

Tyler Mitchell

The Nauvis Bin links to city block 2.0?

L. J.

I believe it is somewhere around level 13 for all.

Sarisen

I just noticed this too

Andraž Jerič

I'm just starting Fulgora and created something inspired by Nilaus' storage block idea; but I am wondering why he also included a separate "split off" for stone bricks at the end of the sorting lane? Stone bricks are not a result of scrap recycling so I don't see how they could enter the cycle, so I am wondering if I should wait some more or produce the stone brick somewhere else on my own?

JamesEarlJones

Anyone else have an issue with the prometheum ship getting too full? It eventually filled up its inventory with science packs, couldn't restock on fusion fuel cells, lost power, and was destroyed. Any tips for preventing too much space getting taken up?

Andres Ampudia

Hello! The last update of Nauvis deleted the new landing bloick/biolab block and others, thanks for your hard work

Lbelthazor

Nilaus, your designs are truly amazing, thank you. Slight feedback, is there a reason for not creating a Tungsten Carbide block for Vulcanus? As we need a large amount on Aquilo, I believe we need one similar to a science pack block linked to a Launch pad block. Many thanks

Philip Nacamuli

Stone bricks are a product of recycling concrete, which is a product of recycling scrap.

D. B.

Hello, thanks for the information. Is it the faulty radar connection or the one from the Robo-Port? Does the entire setup still work if I disconnect the green cable from the Robo-Port? What was the actual connection to the Robo-Port for? There’s also the Space Age section, but isn’t that transmitted via the radar? Thanks for any help.

Sarisen

I set a limit for the inserters on how many science packs could go into the hub. It idled a little longer at Nauvis, but it seemed to fix the issue

Elysia

is it just me or does the Nauvis v1.16 link seem like a dupe of the city block BP?

Richard

I'ts a bit disappointing the reaction time to fix this.

Jason Lee

Hi Nilaus, it would be great if you can add the Aquilo first trip ship configuration to the blueprint like all other planets!

Anton

Hi Nilaus, link on Nauvis v1.16 navigate to City Block 2.0 v1.6, is it ok?

Nardoritos

Hey Nilaus, the Aquilo Corvette configuration doesn't have a First Trip setting, is that something that can be easily fixed? Additionally, would it be possible to include the final state of the Nauvis base in the 'Phases' book'? Thanks!

Fabian Henze

hy when comes a new update? greets from germany

Joe Carson

I get biter eggs, I was wondering if there is a way to circuit control an inserter tied to the silo. I've been trying to figure it out on my own. It's been a failure so far, I'm not good with computer logic I'm not the sharpest pencil when it comes to math. I imagine if it could be figured, it would be useful.

Corrupt Sun

is there a build for red circuits yet?

Corrupt Sun

Nvm pulled it from savegame

Benjamin Becker

In the Nauvis HUB with Logistics, there seems to be a missing input for the electric furnace, or the recipe changed? It needs red circuits now at least... Also: I would love a blueprint for the modules on Nauvis or where ever it is more feasable to make them, would be much appreciated! :) EDIT: Found them in the book for Vulcanus as Quality Modules. Sort of at least. It makes Quality and Speed modules. Gonna have to check the rest later, I wanna go bananas in Factorio now

Benjamin Becker

Also: In the Aquilo Landing Base Blueprint are two additional unneeded long arm inserters at the right most power plant thingy which prduces the water.

Jannis Deter

Where is the Blueprint for Nauvis with the Biolabs? I can't find it...

Benjamin Becker

For a Master Class I am really missing nice blueprints for making legendary stuff. We got the space casino (still) and for the life of me I cannot figure out a decent way to make good legendary buildings and stuff, seems like I am not smart enough for that :D

Clinton Montgomery

When I try to load the saved games it says map version 2.1.9-3 cannot be loaded because it is higher than the game version (2.0.77-0) What do I do?

Tobias Wermuth

Somehow I can't find the blueprint for the fusion power plant for vulcanus etc. Is it still available?