The Database Doctor
Musing about Databases

Nauvis Guide

Blueprint Shortcuts:

Nauvis is the main hub of your space empire. This is the only planet that can use Bio Labs - which means that this will be where all your research is done.

The Nauvis Orbit is safe for building Space Platform (it only has small asteriods), because of this - we will be making all components for space platforms here.

Additionally, since Nauvis is the only source of Legendary Fish - it will also be where we build our Legendary Spidertron army that will help us remote control planets.

The way I play, Vulcanus produces most Legendary intermediates (except those that cannot be made there). Nauvis is then responsible for assembling Legendary items and sending those into space to supply all the other planets.

Blueprints: Interplanetary Shopping Mall

This Rocket Silo mall makes sure there is always a rocket ready to restock haulers. It also makes all items available in the local, logistics network. It relies on drawing items from the logistics network and from the landing pad.

Haulers fly in a circular route between planets dropping building materials as they are needed and I always aim to have every hauler contain a full stack of every item that is needed.

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Blueprint: The Star Destroyer

Named after its shape. This machine will clean up the logistics network by deconstructing non-Legendary items that have ended up in logistics chests. It will also destroy things that really shouldn't be in the logistics network (for example: Fulgora Scrap and Wood)

I plop one of these down on every planet except Aquilo.

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Blueprint: Kovarex Enrichment

Nauvis is the only place you can make Uranium-238. You will need this to fuel early game Fission powered haulers. You will also need it to make Nuclear Rockets (for peace negotiations with the locals and to make Legendary Biolabs).

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Blueprint: Legendary Uranium

Made by upcycling Nuclear Rockets. We need this to make Legendary Bio Labs

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Blueprint: Legendary Biter Eggs

While it is more efficient to upcycle soils - it is a lot simpler to simply brute force the making of Legendary Biter Eggs by recycling them to themselves.

This tileable blueprint does just that - just plop down as many as you like until the supply of Legendary Biter Eggs is as high as you want it.

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Blueprint: Legendary Modules

Since we are making Legendary Quantum processors in our haulers we have a steady supply of:

Combine this with our Legendary Fish blueprint and the Legendary Biter Eggs and we have everything we need to make all Modules directly on Nauvis.

We will ship in Legendary Circuits from Vulcanus via Rockets.

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Blueprint: Legendary Bio Labs

Research has to be done on Nauvis, because it is the only planet that can host Bio Labs.

These labs are a huge upgrade from regular labs - and we need a large array of them.

I prefer to feed the labs with belts, as that makes handling landing pad logistics simpler.

Each blueprint handles half a Green Belt (120 bottles/sec) of reach science pack.

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Blueprint: Legendary Fish

Blueprint
Needed to make Legendary Spidertrons. And of course, it gives you an achievement.

This blueprint needs a steady supply of Bioflux from Gleba. You need to have at least 2 fish in the logistics network to bootstrap it.

Blueprints: Molten Metals with Direct Mining

Molten metal out of ore greatly simplifies all other blueprints. We also benefit from pipes having infinite throughput.

The amount of Calcite needed for this process is so low that we can simply bot in the calcite supply from the landing pad.

A Legendary Foundry with the right Beacon setup and a Big Mining Drill directly inserting to the Foundary can make over 7000 molten metal/sec. This is without using any Inserters, which is great for our UPS.

Blueprint: Molten Copper on Nauvis

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Blueprint: Molten Iron on Nauvis

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Nauvis Sciences

The blueprints here make one full Green Belt (240 bottles/sec or 14.4K SPM) of each science per copy of the blueprint. They are made to be tileable, so you can scale as high as you want.

A design centers around direct insertion of high throughput items, while still keeping the blueprint as compact as I can make it. I also try to minimise the number of machines by using at least 4 beacons per machine.

Automation Science (Red)

Blueprint

Makes 240 bottles/sec of Automation Science. Tileable.

Logistic Science (Green)

Blueprint
Makes 240 bottles/sec of Logistic Science. Tileable.

Chemical Science (Blue)

Blueprint

Makes 240 bottles/sec of Logistic Science. Tileable.

Since Crude Oil is basically infinite once you care about this research speed, I decided to allow you to just use Basic Oil Refining. This greatly simplifies the blueprint.

Production Science (Purple)

Blueprint

Probably the hardest Science Pack to make because of the large Stone demand. Here, we rely on high mining productivity and mining into Rocket Silos. This allows us to extract a nearly infinite amount of Stone from a single patch.

We need 5 fully stacked Green Belts of Stone to power this beast!

Utility Science (Yellow)

The "native" science of Nauvis. Here, we seek to mass produce the "tier 3" intermediates: Blue Circuits, Robot Frames and LDS.

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Military Science (Gray) - Optional

Mentioned last, but not least. This science pack is strictly speaking not necessary for most late game "SPM races". But I prefer to add it to the mix - because it wouldn't be optimal Factorio if we did not make all the science packs.

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Landing Pad - 100K SPM

Blueprint

The Landing Pad on Nauvis presents an extra challenge because it must receive science from every other planet. The only viable way to unload tens of thousands of SPM is to use bots. So far, this can handle 100K SPM of every of the 6 imported science packs.