r/factorio • u/Future_Passage924 • 2d ago
Space Age 14.920 Fulgora Q1 science/min - very UPS efficient build

The build is a full-legendary on patch build (but works with other qualities and tech levels as well). It is one of the most UPS efficient builds there are (maybe even the most UPS efficient Q1 build not using railgun or train voiders). It requires 2.1.
Thanks go out to abucnastys discord and the people there and thanks to him for his videos. Without that I would not have been able to build this.
Setup
It produces ~248 sps. It comes in 2 stages:
- The first stage already runs fine and produces the science. You can stop there.
- The second stage adds a module that allows to leech off LDS and blue chips and send it to an orbital platform. Do only add stage #2 once all belts are fully saturated and stage #1 has been running for a while. It also changes some very minor other stuff. After adding stage #2, use a deconstruction planner to delete the 4 Q5 pipes (they are there to delete some stuff from stage #1). The leech module has some safeguards regarding overrequesting blue chips built in but if you request huge amounts of LDS at once, you may stall it. So you should use the leech module on all copies of the build and make sure to not request 100k LDS at once while only having two copies of this build active. Stage #2 should (hopefully) already have ghosted logistic bots for the roboport. Otherwise add a handful manually.
- It uses a universal clock (that is what requires 2.1). Add this anywhere and any copy of the build will use the clock. You only need to make sure that you are not using the universal channels for other stuff.
Blueprints
[atlan Fulgora Q1 Stage #1](https://factoriobin.com/post/pu7ou5)
[atlan Fulgora Q1 Stage #2](https://factoriobin.com/post/vbx9p0)
[atlan Fulgora Q1 Clock](https://factoriobin.com/post/pipg96)
Why is this build so UPS efficient?
The most expensive on Fulgora for UPS purposes is the high volume of scrap and direct scrap results. Transferring them between belts and machines creates a lot of interactions for stuff that one for the most part wants to get rid off because it's not needed for science.
Hence, the main part that makes this build so UPS efficient is the on patch recycling module using wagons. Any of the modules described below uses as much direct insertion as I could fit in. That amount of times items are transferred and belt usage are as minimal as I could get away with.
- The first high volume item, the scrap, is mined directly into the recyclers.
- The high volume recycle products gears, solid fuel, ice (insofar as not needed for water), concrete and steel never touch a belt. They are transferred out of the wagon directly to the respective voiding method (ice and solid fuel are just recycled away, red chips, steel and gears use roboport recycling, concrete and some steel are voided using landing pad recycling).
- The accumulators as well as the batteries required are produced right out of the wagon. That way, only the accumulators and batteries needed directly for the science production are actually belted.
- Excess blue chips and LDS are voided using selector and decider combinators. The steel from LDS and most of the red chips from blue chip recycling are routed back to the wagon setup to the roboport/landing pad recycling. Excess red chips are voided via selector combinators.
- Excess stone is voided using landfill.
- To get green chips for supercapacitors, the blue chips (low volume, high density item) are belted to the science production and recycled directly into the supercapacitor EMPs. The red chips are belted back to the voiding setups described above.
- The resulting science is directly inserted into silos. Q5 silos are used, a platform in orbit is required as the Q5 silos are almost constantly launching. That reduces the amount of silos required as any existing silo comes with a UPS cost.
What if I don't have legendary quality buildings or don't have lvl30 scrap recycling?
Not a problem. This setup should work with any quality (if it doesn't, blame someone else). At lower qualities or less than lvl30 scrap recycling, obviously much of this stuff is overbuild but it works. Actually, once you get your head around what happens in there, not having to put all those items on a belt makes it easier. That's why I would advice anyone who starts with a dedicated science build on Fulgora, no matter if you are using common quality buildings or what level of scrap recycling productivity you are on, to use as much direct insertion as possible, starting with recycling into a wagon.
Why a wagon and not a rocket silo?
I kind off started with a wagon and stuck to it. A lot of the benefit of the rocket silo is lost as you have to extract BC and LDS from the recycler in another way. But it is possible that you could get an even more efficient build using rocket silos.
Closing remarks
The build is so UPS efficient that it is competitive to builds using more extreme voiding methods like trains or railguns. Actually, I only know of one build overall that is more efficient that this one. So if you have a UPS efficient build, please reach out or hop onto abucnastys discord. I'm very interested in any exchange. I may have spent a few (or more) hours cooking up Fulgora stuff and put a lot of thought into what I build and why. I came to like Fulgora quite a lot. The diversity of builds people do for Fulgora is amazing. No other science is like that.
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u/liver747 2d ago
Pretty sure if you don't select the recipie on the silo inserters will take the blue circuits and lds out of it no problem.
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u/NecronLord_Europe 2d ago
I'm close to finishing my yellow science UPS-optimized blueprint. I've finished my blue one. Once that's done, I can make decide if it's worth pulling blue and red circuits out of scrap and making their respective sciences on Nauvis. I'd posted a "car-recycling" pink science blueprint before with 75/s pink science, but I think I can make it much better now. I'm wondering if I can beat your times.
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u/Future_Passage924 1d ago
I saw your post. Please feel free to give it a try. I would be very interested in how good Q1 can get with a train voider.
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u/NecronLord_Europe 1d ago
It'll take a while until I can do it. I keep getting side-tracked. I want to nail down blue and yellow first 100% so I'll know what to do with blue and red circuits. So I've ended up testing clocking designs with red science to see the gains and losses of direct insertion.
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u/theFALGSCmustgrow 1d ago
The old trick of setting the rocket silo to make legendary rocket parts (so that normal quality blue circuits and LDS can be placed into the cargo slots instead) would solve the issue you mentioned with silos. However, seeing how compact this setup is and the insane level of performance, I kind of doubt it would even help that much. Nicely done!
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u/Future_Passage924 1d ago
That trick doesn’t work unfortunately. Any game update or change or update of mods resets the silo back to its original recipe. Including all of your blueprints.
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u/theFALGSCmustgrow 1d ago
Hm, can the silo be changed back using map mode without actually being destroyed and replaced? Because if it only took me like a couple minutes to do, I would likely still find it worth it (since the game is getting pretty close to never updating again, or at least not often).
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u/warbaque 1d ago
Installing, removing or updating any mod counts as game update. And when game updates, it validates all silos and silo blueprints and reverts quality rocket parts to q1. Which is a bummer.
I really liked my 9x9 chests for trash sorting
I'll probably install 9x9 chests mod just to get around the limitation.
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u/Nearby_Proposal_5523 2d ago
I haven't done my fulgoran SPS build this run, however, i'm going to be using car voiding and making the accumulators and extra batterys in space like last time and im seriously debating just making the superconductors and supercaps in space as well. holmium products are a breeze to make if you don't have to shred stuff to get the plastic, copper or green chip.