Big-ass Mall (v4)
### **What is this?** A huge belt-based, circuit-controlled mall with an integrated logistic storage. (or without. it's up to you) **19/01/19 EDIT**: Make sure to update your 'prints to the latest version with all the fixes, *again!* *also, pics might be slightly outdated but changes are minor.* ___  reminder: *you can open pics in a new tab by right-clicking or something!* ___ #### **Notable features** - Fits snugly within 2x6 chunks. - Designed on a regular grid layout! *...maybe I **do** have OCD???* - Uses combinator logic to manage item production. Control how many and which items are crafted *all from one place!* - Logistic storage chests can be embedded in the mall, *or not!* - Has an integrated kovarex centrifuge to slowly but efficiently make U-235. Circuit designed originally by **doctrosix**. (which is a bro <3) - Will recycle used up uranium fuel cells. - *Makes almost everything™* (...\*rolls eyes\*) ___  this is *the **finest** italian spaghetti.* ___ it *Makes almost everything™*, but not the items in the following list: #### **Items the mall will *NOT* craft (*and why*):** - **Iron axe**, **pistol** and **shotgun**. (*not worth the hassle, sadly*) - **Artillery shells** (*not enough space for significant production*) - Any **module** (*should be made elsewhere; **speed 1** is the only exception to this*) - Any **armor** (*sorry for the inconvenience! more on this later...*) - Any **fuel** (*should be made elsewhere*) - Any **rocket part** (*should be made elsewhere*) - Any **science pack** (*should be made elsewhere*) - Does not **empty** nor **fill** barrels. (*too situational*) #### That said, **it will craft everything else that you might ever need** ***and EVEN MORE!*** **:0** I mean it. Stuff like **slowdown capsules** or **burner mining drills**! F\*\*\*ing **landmines**! and ***ALL*** *kinds of ammo!* Hell, even the **discharge defense remote**! You've got them all, provided you've researched the technologies and set the requests in the combinators! >***NOTE***: The mall *does* craft construction and logistic bots, but it's very slow and inefficient about it. You should already have [_a dedicated plant for bot production_](https://factorioprints.com/view/-LG6lG4ros7_dUCGICUW) by this point in the game anyway, so this shouldn't be an issue. ___ ### **Required inputs**  - 1 water pipe - 1 crude oil pipe - 1 petroleum gas pipe - 1 lubricant pipe - 5 iron plate belts - 2 electronic circuit belts (green) - 1 advanced circuit belt (red) - 1 processing unit belt (blue)\* - 1 steel plate belt - 1 copper plate belt - 1 coal belt\* - 1 iron ore belt\* - 1 stone belt\* - 1 stone brick belt\* - 1 uranium-238 belt OR 1-1-1 train\*\* \*: *these inputs actually use only half of a belt.* \*\*: *a 1-1-1 station that acts as an uranium-238 input is nestled at the back of the mall.* Intermediate products such as batteries, engines, explosives and so on will be crafted for internal usage only and won't be made available on the logistic network. ___  neat! ___ ### **Book contents** Included are four variants: - Tier 1 with integrated logistic storage - Tier 1 with passive provider chests - Tier 2 with integrated logistic storage - Tier 2 with passive provider chests **Tier 1** means red belts & assembly machines 2 wherever possible. **Tier 2** means blue belts & assembly machines 3 everywhere. In the *"with passive provider chests"* versions, goods are outputted into *passive provider chests*. And that's it. (whenever you see an **iron chest** you should leave its contents alone, as they are to be used internally by the mall) In the *"with integrated logistic storage"* versions, goods are outputted into specific **filtered** *storage chests*. (some low-tier items will still be output in *passive providers*. Again, *leave the iron chests alone!*) > ***NOTES*** **about the integrated storage design:** - No storage chest is unfiltered, and there is a chest for every item in the game. (yes, even barrels) - IF there are no other storage chests in the network, the mall will effectively act as logistic storage and store up to a chestful of every item. Plan accordingly. - This allows finer control over item production and also to recycle some old items into higher tiers. (namely *assembly machine 1*'s, *yellow* and *red belts*) ___ #### **Additional blueprints & info**  Also included in the book: - Redbeltmaker, an early-game plant stack-limited to make enough red belts, undergrounds and splitters to build a Tier 1 mall. - Armormaker, a late-game bot-based circuit-controlled armor-making assembly machine row. AKA: a meager consolation. >Armors are not crafted in the mall for multiple (arguably stupid) reasons: - **Module 3**'s are not produced in the mall. I didn't like the idea of having to rely on external production. - As soon as a new armor tier is available, previous tiers become useless. - The required amount of armors can usually just be crafted manually. - By the point you might need multiple armors, you should already have a high **module 3** and **processing unit** production, thus being in "late-game". Because of this, I believe the Armormaker thing should be a good enough alternative to satisfy your armor-making needs. At least I hope so? ¯\\\_(ツ)_/¯ ___ ### **Setup guide** >**TL;DR:** *"i'm not gonna fucking read this" edition* ___ - Plop the blueprint and connect it to belts & pipes. *U-238 is fed from the back, either by train or belt. Also put 40x U-235 in the kovarex centrifuge.* - Flip ON the combinator that reads "M A L L". - If needed, tweak item amounts in the constant combinators. (uranium stuff is OFF by default) - Enjoy! ___ >*Slightly longer edition* >___ >- #### **Step 1** Place the blueprint and let the bots build it. ***NOTE:*** *Chests in this mall aren't stack-limited! The circuit network limits production by comparing chest contents to user-defined constants and disabling inserters accordingly. For better results, make sure the circuit network is completely built before proceeding to the next step.* >- #### **Step 2** Connect belts and pipes. *Uranium-238 is fed from the opposite side of the mall and can be connected at a later time.* >- #### **Step 3** Check if the item values stored in the combinators are set to your liking and, if not, modify them. *Some values are set to 0 by default, for example stone furnaces or rocket silos. To let the mall craft them, increase each value to the desired amount.* ***NOTE:*** *The combinator containing uranium products and nuclear reactors is turned OFF by default. Turn it ON when you have enough resources to spend on reactors or when uranium-238 is available.* >- #### **Step 4** Locate the constant combinator that reads "MALL GLOBAL SWITCH" and turn it ON. *Doing so will both allow machines to output goods* and *enable raw resource input.* The mall will now start making everything but uranium products! When you are ready to connect uranium proceed to the next step. >- #### **Step 5** Feed uranium-238 and kickstart kovarex enrichment. *Uranium-238 can be provided either via the integrated 1-1-1 train station or by using belts, like the yellow belts in the picture. (not included in blueprint)*  *Once you have 40x uranium-235, you can start the kovarex enrichment process by putting it in this centrifuge.*  *This machine will then feed itself and always output the extra uranium-235.* ***NOTE:*** You can set a request for U-235, but the requests for *atomic bomb* and *uranium fuel cell* must have been satisfied first for the mall to be able to stockpile it. And that's about it! The kovarex centrifuge's circuit was designed originally by **doctrosix**, a friendly fellow that first introduced me to circuit networks! This design, adapted to fit in the mall, does not waste any U-235 and he was very kind in letting me use it! So, huge-ass thanks to him! <3 ___ #### **Additional screenshots & notes**  did I mention that the maximum distance of every underground is *FOUR (4) tiles?* If you wanted, you could build this with yellow belts! x_x ___  the empty side of the central belt is used to move different goods throughout the mall. ___  Crude oil is only used to make flamethrower ammo. Excess petroleum gas will be recycled. Some solid fuel is produced for the 1-1-1 train station, but it's not output to the logistic network. The station's chests are stack-limited to 3 stacks. Remove the chem plant when better fuel is available. ***NOTE***: the refinery's recipe *has* to be set on ***basic*** *oil processing*. ___ #### **Final notes** Most pictures in this post are lacking two roboports near the main input belts. I had forgotten to add them. What can I say, I'm lazy! Why making this mall, you might be wondering? Like, I don't know. It pains me whenever i read "On the way: 0". HOPEFULLY everything is set correctly. : ) ___ 19/01/19 EDIT: v4 is out! - Lab assembly machine now works again. - fixed stack inserters production getting stuck, hopefully for good this time. - fixed laser turrets getting stuck when discharge defense or personal laser turrets were backed up. - added a default request of 100 U-235 and edited combinator logic a little. - added chests for engines and electric engines, default requests are 0 and 20 respectively. - minor changes to belts. 03/01/19 EDIT: fixes problems *again* - Redesigned belt crafting area in all mall blueprints. - Updated circuit logic in Inserter crafting area and Assembly machine crafting area. - Added two beacons on the gears assembly line that feeds the belt crafting area. - Added back Redbeltmaker, idk why it was missing. : | 24/12/18 EDIT: The "integrated logistic storage" versions have been updated: - fixed circuit logic problem regarding recycling lower tier items. Thanks to Aaron for pointing this out! - changed the fast inserter inputting gears to the stack inserter assembly machine to a stack inserter. - added a splitter that should allow more gears to reach the roboport assembly machine during high demand periods of belts. Thanks to everyone for the feedback. <3 : ) >PROBLEMS IMPORTING? >copy the blueprint string from here: >https://pastebin.com/JGZH8Ty5 ___ Feedback, suggestions, comments and bug reports are always appreciated. Feel free to contact me through the factorio forums by [sending me a PM](https://forums.factorio.com/memberlist.php?mode=viewprofile&u=54609), if needed. Check out [my other blueprints](https://factorioprints.com/user/fOAsuJ9iFeVlEvb1TFUS8P8LOl93) for more stuff of doubtful usefulness!
Imported from factorioprints.com, originally posted by TaxiService. original
tinyurl.com/bigassmall
Rendered from the decoded blueprint using the game's own entity icons — no screenshot, and it is correct for every blueprint, including ones nobody has ever posted.