ElderAxe's Quick Start Base v22
🕑 Added 2025-04-16 19:54:29 +0000 UTCCheck the previous version for full details.
QSB v22 is compatible with EARN 22 and adds several new features and quality‑of‑life improvements.
Major changes in v22
EARN 22 Compatibility
EARN Core, Depot and Service Hub has updated logic to work with EARN 22.
QSB version number is also bumped to 22 to match EARN and leave the QSB 11.x version nightmare in the past.Built‑In Tiny Service Hub
Includes its own construction and refuel trains so you can move straight into Pocket Base without a separate EARN Service Hub.Dual Rocket Silos
Contains two silos for higher launch throughput and parallel rocket production.Blue‑Belt Production
Full blue‑belt production for your high‑throughput blueprint needs.Improved Recycling Loops
Updated layouts that automatically recycle and upgrade leftover lower‑tier entities.Reactor Production
Dedicated nuclear reactor building production.Quality & Tier 2 Modules
Module production areas for speed, efficiency, and productivity modules.Display Panels
Inputs/outputs now marked with display panels for better visibility.Bug Fixes & Tweaks
Various minor fixes carried over from QSB v11.x, plus layout optimizations for smoother expansion.
Upgrade to v22 and enjoy a more self‑contained, higher‑capacity starter base that grows with your factory!
Changelog
v22.0.5 (April 16, 2025)
Inıtial public release of Quick Start Base v22.
v22.0.6 (April 17, 2025)
Replaced constant combinators with display panels on hazard concrete.
Changed the order of Concrete addon.
v22.0.7 (April 17, 2025)
Fixed misplaced lamp on Mall blueprint.
Updated circuitry on Rail Block Connection blueprint.
v22.0.8 (April 18, 2025)
Added a Layout blueprint with minimum hazard concrete for borders and yellow belt connections.
You can use this blueprint to position your base correctly at the beginning of a game.
Removed belts from Rail Block Hazard Concrete blueprint.
v22.0.9 (April 18, 2025)
Fixed the offset of the new Layout blueprint.
v22.0.10 (April 21, 2025)
Improved compatibility with both Factorio and Space Age DLC
Separated request chests for cliff explosives.
Separated requests for Cargo Landing Pad. Also added calcite request.
Moved cliff explosives to Future Science blueprint as it requires requester chests.
Removed the steel chest buffer for red science from 2-Core blueprint.
Replaced passive provider chests for bots on step 7 with steel chests. So they can be placed before producing a provider chest and allows bots to be placed into roboport.
You should manually place the passive providers on passive provider chest and storage chest outputs. So bots can upgrade the rest automatically.
Fixed colors of some lamps. Also moved some of them to make it look better.
v22.0.11 (April 26, 2025)
Divided step 7 into two:
Step-7 Robotics purely focuses on robot production to enable roboports and logistics chests.
Step-8 Advanced Production produces the remaining stuff like solar panels, modules etc. Also upgrades some of the entities to the faster versions.
Updated Core and Block to accompany EARN 22.0.11 changes.
Comments
ElderAxe
you should have both loading and unloading stations active. Also make sure EARN Core is placed on the network. If you couldn't figure out the issue, join our discord server and our community will help you there.
Jack
Not sure if I am missing something. I have upgraded to use to he full rail block, but I cannot get the dynamic Cargo trains to operate to collect from station, they just won't leave the depot. I have used the station load blueprint from EARN22 rails.
ElderAxe
I tested again but I couldn't reproduce this issue. I believe you shifted the offset of the blueprints. Can you delete the existing book and import it again by downloading latest one?
AelDierne
Hi! i've a probleme to the step 10: the blueprint does not match the elements already present, it is moved by one space, and when I move it, it jumps out of a space (same problem for the next ones as well). Edit: my bad, after some test, i think the probleme was due to a missclick before try add the step 10. I restart a game! Edit again: after restart a game, the probleme is the same: the step 10 dont match with other element (i've try to put only the step 0 and the 10 and that's match perfectly). But when i put the step 10 blueprint in first, the other match with it... it's really strange
ElderAxe
Try dragging the txt file to game instead of import string.
Flieger
i cant import the string in the game
ElderAxe
Yes it doesn’t have access to red circuits via belts. It has a requester chest which comes with future science blueprint. In the meantime you can use ghost requests to supply it
Ipsin
Unless I am missing something, the bulk inserter assembler added at stage 7 cannot access red circuits, although it can be fed once logistics is unlocked
Bram Van Niersen
i am on QSB version 22.0.10
Bram Van Niersen
I think there is a problem with the service/production train in the QSB. the third wagon wont request items. the constant combinator has the right program selected and the rest of the system reads it but the chest dont get a request
ElderAxe
Cliff explosives have a requester chest above it. At the end of the belt for red chips and sulfur. I think you're playing without Space Age and since that requester chest contains Space Age items, Factorio deletes that when you import the blueprint. I will release a new version to fix that problem.
Eric Mangels
Hello, QSB missing requester chest for cliff explosives.
Chris Corbin
It supplies iron plates to the Laser Turrets so it's only broken for that one item.
Chris Corbin
Looks like there may be a minor issue in the bottom left corner. An iron belt goes under, around and back under a Sulfuric Acid Chemical Plant but the belt doesn't turn correctly to go back under? Or is it just me?
ElderAxe
Thanks for the heads up. Updated the image.
Eric Johnson
Would appreciate ALT mode being on for the picture.