ElderAxe's Quick Start Base v11.2 (Updated for EARN21)
🕑 Added 2024-12-07 23:15:00 +0000 UTCThis is the latest version of Quick Start Base for now.
Check the previous version for a full description of this base.
I'm sorry but this version became a compatibility chaos.
11.0 is fully compatible with EARN 3.1
11.1 is compatible with EARN 3.1 Core, Stations and Trains but uses EARN 20 Tracks
11.2 is fully compatible with EARN 21
Major changes in v11.2
Compatible with EARN 21.
Quick Start now has a Rocket Silo section
A stationary Space Platform blueprint is included for space science production.
Order of the Future Science BP is changed. Now comes after Space Science
Added some new stuff
Changelog
11.2.9 (December 8, 2024)
Fixed the Space Science Platform.
Updated train schedules with the latest EARN 21 version.
11.2.8 (December 6, 2024)
Updated electric motor chest limit to 200.
Cargo bay, crusher and asteroid collector chest limits are now controlled with wire to support quality on these items.
Removed some duplicated belts and entities for easier update.
Updated Depot entrance to better support 4 lane tracks.
Updated train schedules with the latest EARN 21 version.
Updated Core with the latest EARN 21 version.
11.2.7 (December 2, 2024)
Fixed sulfur plant being flipped
Added an additional concrete production
Removed orphan belts and pipes from stage blueprints.
Updated depot logic with latest EARN 21 changes.
11.2.6 (December 1, 2024)
Updated chemical layout to improve plastic output. Reduced material cost as a side benefit. (You need to super-force place it over the old version. There will be some entities left behind that are harmless)
11.2.5 (November 25, 2024)
Bugfixes about QSB and EARN 21 compatibility.
11.2.0 (November 21, 2024)
Initial release for EARN 21 compatibility
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11.1.3 (November 11, 2024)
Added missing inserters for bulk inserter production.
11.1.2 (November 10, 2024)
Fixed chest limits for rails and big power poles.
Moved bulk inserter production to a more convenient place.
11.1.1 (October 23, 2024)
Fixed not connected underground on iron unloading station of rail block.
Fixed misaligned underground position on rail network hazard blueprint.
11.1.0 (October 22, 2024)
Replaced the critical tracks with Factorio 2.0 versions. (Service hub still contains some legacy tracks).
Fixed copper wire for the medium power pole, big power pole, and accumulator
Removed filter inserter and stack filter inserter assemblers.
Removed purple science production
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11.0.6 (September 18, 2024)
The wrong underground pipe was replaced with a normal pipe on crude oil unloading in the rail block connection bp.
11.0.5 (August 5, 2024)
Fixed wrong belt positions for Rail Hazard blueprints.
11.0.4 (July 30, 2024)
Replaced the wrong underground pipe with a normal pipe on the Rail Block Connection.
11.0.3 (July 29, 2024)
Removed extra belts from Rail Block Connection.
11.0.2 (June 14, 2024)
Moved the entrance of the embedded Service Hub a little. It was preventing blocks from being placed because of a signal positioning.
11.0.1 (May 06, 2024)
Fixed misaligned inserter for pumpjacks
Removed extra combinators on oil setup input
11.0.0 (May 01, 2024)
EARN 3.1 compatible Rail Block Connections.
4-Military blueprint now also outputs ammo for early wall defense.
5-Mall blueprint now contains a landfill factory.
Fancy Concrete layout for people who love laying concrete everywhere.
Extra roboport places for seamless connection to the rail network.
Downloads
Comments
ElderAxe
Hello. I think you flipped the blueprint which caused this issue. They don't got mixed on normal blueprint.
Walter Gray
It looks like there's a slight error in how the copper and the wire are merged together in the line that is eventually split off to go down to the military science - the copper and the wire both wind up on the same side. Here's a patch to repair it: 0eNqtWWFvozAM/S/5DBMJSYD+lamagOW2SDSwAHc3Tf3vF7qttIhA7NsnBKXP9ovt54QPUjWj6qw2Azl8EF23pieHxw/S6xdTNtMzU54UOZCy79WparR5iU9l/aqNiik5R0SbZ/WXHOg5WvnTYEvTd60d4ko1w83r7HyMiDKDHrT6NHi5eX8y46lS1uFFm4Yj0rW9+3NrJmuT/SR5EBF5J4eYZQ/CWbKq1t0EULddp2xcl1WjyPfzp7exbJxB97tp7cl5PQWwcIKBnUh/3ok08rC5Yl7cmV8B4ygwuQ4mrmCjW1X7Ylt39cLJO7iIDO8XYtpx6MZhLXAJ8FXuBZ4BwPI9sBwUeA4NvAD4Wuz5ShMUmmfJKYWETpc1+RW6Np7IKUPCBzJL52LSpld2cA9XcNNdUnkITkKvOOLi37N2df/5Rr6GCiuoGZ0v0Sced7mG1BfbsrUGDqm3FAqeB7HPgOxDyo4DXWYJqvEGglMUuFjPbcZQfZd70FIUmggLnCMb8VbB+LsHE6hW6uNZotB8PAMKjlJoguXItoxqTAxQiBTamNIEqAAevtO55vqhdePgr9GaslarYN8itQoEHTKLOY3T+xmzanVzCQcyXc712btXmlg1jj+r67hrG7U9Z6ceasLEccZhy5Xja6gCPIyzhYUrUcsVg/AloXzxXb4yVPv2oeUoGQtbgwLlKfPsReZS7DtHvCdPsrkUA+qbU5TepCETAscpIwtqTBwilBls3ThHSY0nwzhOBlkQxTIoJ25aYED0OGkMXLY8xOEbSUxDQHEK6FkvAZg9b4QvDYpfUKCeBqWB+A9RTO57fecu8dDGnzMLrNmLpTg25anb1jLqWQPohjHx4Aio/LBdyLnkmtax/Fq6Ee853nJT7IabBYXL73D2syJH9V9f3AXy+IoGHWXIBNXPPYRKikLzhC4Z6jTMh5Yid2GBROLEKwnJKImTsqBslRK5aQqkBadqvvwKkzG6kwkFfFNEV09rb3ZptjVx/ar67TMwWlxYq0r79S1iiUjBXY4tsHfWO4N/LeALCz/wtSBLcV3ty4PdM5AMduSSgfEFrpkE46NOXQIzIMNVfLDvOWzWWvP6GJE/7n765vbo9v4ichtacYwep0vkpgtxdG/oQZ2m84Trp8GI/Fa2v0AIyQpeFEIImnPJz+d/rlQZ1A==
ElderAxe
Yes. This is a new feature that came with Factorio 2.0
David
I've never seen this mechanic before. What is actually happening here? The provider chest is providing a ghost request for a red circuit?
ElderAxe
https://discord.com/invite/8rhfFcm2ms This link still works. But discord web page sometimes show invalid link error even if it's working. Try incognito or reload the page when you're holding the Shift key.
ElderAxe
At that stage you will have robots but not have requester chests. And bulk inserter requires red chips. You can use that passive provider to create ghost requests for red chips and they will be delivered by construction robots. So you can produce bulk inserters even if you're away from the base.
Michael Chock
Looking at v11.2.9. What's going on with the passive provider chest feeding the bulk inserter assembler in #7? It doesn't seem to do anything but get in the way of a later requester chest.
Adam
im enjoying trying out the bp, is there a chance you could give me an updated discord link please? none of them i have found work they are all expired ty!
ElderAxe
We could check it together if you’re able to join our discord server
Webb Henninger
I did not change the schedules at all. Just rebuilt the outpost and the unloader and trains are moving but only partially filling and most of the time driving past the station
ElderAxe
Did you changed the schedules of the trains? Normally they should only go to loading station if there is an open unloading stations.
Webb Henninger
I am sure I am missing something simple but Trains are not requesting ore properly for me... Using EARN v21.0.11 trains will fill with copper but then sit on the rails and not unload. Any thoughts?
ElderAxe
Thank you for your suggestions. Step one is there if you want to start organized from beginning. You can skip it if you place first smelters over the ore patch like me. Train layout is separate because not everyone uses tracks and some people build a mainbus after this. Power blocks too. They are optional and people are used to build power near the lake. Overall with cliff explosives locked after vulcanus having everything optional/modular makes a lot more sense.
Rafael Monteiro
Great design. Just a few things I would adjust, like blueprint 1 should come with a outliner telling us how much space we need for the train setup later, also a few steam engines, labs, and the ore entrance should be in it. As it is right now blueprint 1 does nothing on its own, so to follow it correctly you need to drop down 4 blueprints from the get go (BP1, BP2, Trains, Power), or build without a ghosts and just destroy them before putting a new blueprint.
ElderAxe
He wrote in the wrong post. That inserters are in Pocket Base. Also latest version of Quick Start now has Rocket Silo too.
Domenik Radke
What RocketSilo? In the Quick Start Base v11?
ElderAxe
In factorio 2.0 it is used to produce satellites. In DLC there is no satellite recipe. So you can delete that if you’re playing DLC
Taylor Trueblood
Hey Elder - any idea what the assembler is directly under the rocket silo is for? Seems to take in panels, accumulators, radar but doesnt print out nice with the blueprint for whatever it is
ElderAxe
Quick Start v11.1.1 has that change implemented already.
Jacob Leonard
Hey, they changed the recipes for the medium and big electric poles. They now require copper wire instead of plates. Kinda messes up the electric pole crafting
ElderAxe
https://discord.com/invite/8rhfFcm2ms
Emerson Zonel
how can i join your discord server? im not fiding the link
ElderAxe
The new version will produce basic space stuff and will have a rocket silo to go to space and research space science. But it won’t produce anything related to quality except Q1 modules. Quality is a big endless adventure and it’s beyond EQSB
ElderAxe
Thank you. I’m aware of the problem. The new version of EQSB won’t require robots for producing anything crucial
ElderAxe
Unfortunately advanced logistics are locked behind space science now. And purple assembler was requesting all items via robots except the tracks. So i removed it for 2.0 fix ( i needed space for copper wires for power poles) You can place one somewhere and make it work by requesting everything if you want.
ElderAxe
Legacy rails can be built by robots. This version is just a fix until i update all my blueprints
Martin Gustafsson
There is also the small issue of some of the late productions require requester chests but with the DLC those aren't available until after you get space science.
Dustin Nelson
Im blind, I dont see production science packs being made anywhere (Purple) I see where its supposed to be in 8-Future science in the notes, but thats just producing the yellow utility science packs
Johannes Otahal
Hey. Can't fix the legacy in the service hub. Any suggestions? Try to place them manually - or will the legacy work with bots?
Skellitor301
Will a version be made for the DLC to include production for space, the planets, elevated rails, and quality?
ElderAxe
You are correct for DLC. But if you only play Factorio 2.0 without DLC, then the recipe changes and you can produce it in Nauvis
Jeppe Tækker Henriksen
Does the cliff explosive production make sense anymore, since now it needs calcite from vulcanus(also the tech is from vulcanus)?
ElderAxe
Please check EARN Train stations 3.1 book. It should have both load and unload stations. I wan’t able to upgrade them to Factorio 2.0 tracks but they are still usable and can be built via robots
Vaidas Šilingis
hawe stations blueprint for that? there only fit stations to unload, but where for load\
ElderAxe
Ohh. This base is built for 1.1 I wasn’t able to upgrade this to 2.0 changes. I was able to squeeze one more copper cable assembler near the gray assembler factory. I’ll try to publish the new version this week, but I can’t promise since i’m abroad because of my job
xtertristl
I mean the medium and big poler assemblers there's a line of iron and copper plates that they take from but there needs to be copper wire on there. The copper plates are split on from the green chips and the line goes towards the red ammo
ElderAxe
The rails around the quick start should have power poles with signal wires
xtertristl
Sitting here trying to figure out how the medium and big electric poles get wire. Am I missing something?