Nauvis Guide
Blueprint Shortcuts:
- Resources and intermediates
- Stone Brick Furnace Array - Tileable
- Molten Copper
- Molten Iron
- Plastic
- Legendary Uranium
- Oil Refining
- Bulk Mining - 11 Green Belts from 1 Big Mining Drill
- Legendary Fish
- Legendary Biter Eggs - Tileable
- Legendary Modules
- Power
- Nuclear Fusion Power - Late Game
- Sciences
- Landing Pad 100K SPM
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 the other 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 - WIP
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.
Blueprint: Legendary Modules

Because we are making Legendary Quantum processors in our haulers Nauvis will have a steady supply of:
- Legendary Tungsten Carbide
- Legendary Superconductors
Our Legendary Fish factory gives us Legendary Spoilage.
And finally - with Legendary Biter Eggs we have have everything we need to make every Legendary 3 Module on Nauvis.
No need to outsource module production to other planets.
The Circuits we need are made in the Super Cycler on Vulcanus and shipped to Nauvis via our hauler fleet.
Unless you have extreme requirements - you will only need one of these blueprints in your base.
Resources and Intermediates
Blueprints for the stuff we will make directly on Nauvis.
Blueprint: Stone Brick Furnace Array - Tileable

We are going to need a LOT of Stone Bricks on Nauvis. To:
- Pave the planet with Concrete
- Make Military Science at scale
Stone is a bit annoying in that its Ratio with Legendary Producitivty 3 modules is 4:3. The blueprint has perfect ratio production and makes exactly 3 Green Belts of Stone Brick for 4 Green belts of Stone
Blueprint: Kovarex Enrichment and Legendary Uranium
Nauvis is the only place you can make Uranium-238 and Uranium-235. We need the regular version to fuel early game Fission powered haulers. The Legendary Uranium is needed to make our Spidertron army.
There are two ways to go about making Legendary Uranium:
- Upcycle Nuclear Fuel. This has the nice side effect of creating Legenary Rocket Fuel as a by-product
- Directly reroll Uranium ore from quality modded Large Mining Drills
Of these two methods, the second is the easiest to setup - though it wastes more Ore than the first. Uranium Ore is generally plentiful on Nauvis - so it is up to you which method you prefer. Pick the blueprint you like most.
Blueprint: Legendary Biter Eggs - Tileable

It is more efficient to upcycle soils than to directly recycle Biter Eggs. But it is a lot simpler to simply brute force the problem.
This tileable blueprint does just that - brute forcing Legendary Biter Eggs. Just plop down as many as you like until the supply of Legendary Biter Eggs is as high as you want.
Each copy of the blueprint makes a around 1 Legendary Biter Egg / minute. This is with all Legendary components - including the nests, but the blueprint should work just fine with normal components as well.
Blueprint: Legendary Fish

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 Normal Fish in the logistics network to bootstrap it.
Molten Metals with Direct Mining - Tileable
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. At very large scale, you can have a single Calcite train delivering calcite to Provider Chests near the mines (to shorten bot travel distance).
A Legendary Foundry with the 8 Beacons and a Big Mining Drill directly inserting to the Foundry can make just over 7000 molten metal/sec. This is without using any Inserters, which is great for our UPS. Note that the 7000 molten metal/sec requires both the outputs of the foundry to be wired into the pipe network.
Blueprint: Molten Iron

Blueprint: Molten Copper

Blueprint: Plastic

With 4 Legendary Productivity 3 modules and 4 Legendary Speed 3 modules this blueprint will deliver 3 full green belts of Plastic/sec out of a single, Legendary Big Mining Drill. You will need a bit of Plastic Bar productivity research to get the full speed. Until you reach that, you can substitute the speed modules for the best Productivity Modules you currently have.
Since we can now draw an obscene amount of Plastic out of a single Coal Patch, it is worth building Science factories that need Plastic near a Coal Patch. That saves you from moving the Plastic by train.
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)

Just add Molten Copper and Molten Iron
Logistic Science (Green)

Just add Molten Copper and Molten Iron
Military Science (Gray)

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. In Space Age, Military Science also allows you to greatly upgrade your Space Platforms with damage research.
Needs 4 belts of Stone and 3 Belts of Coal - so build near a Stone and Coal Patch.
Chemical Science (Blue)

Since Crude Oil is basically infinite once you care about this research speed, I decided to to just use Basic Oil Refining. This greatly simplifies the blueprint. When you get to the point where making blue science at 240 science/second - Oil will be plentiful.
Production Science (Purple)

Probably the hardest Science Pack to make because of the large Stone demand. You might want to consult my Mining Blueprint to help you create enough stone to power this.
You need 5 fully stacked Green Belts of Stone to run one copy of this blueprint! You also need Steel Productivity research of around 30 to get the full, 240 bottles/sec out of it.
You also need 2 Green Belts of Plastic.
This is not a blueprint for the faint hearted, it will really test your production speeds.
Utility Science (Yellow)

The "native" science of Nauvis. Here, we seek to mass produce the "tier 3" intermediates: Blue Circuits, Robot Frames and LDS.
This was a surpringly tricky blueprint to get right. Handling the stuttering of the production requires a splitter at the end of the output.
NOTE: This blueprint outputs Petroleum as a byproduct. Either void it, or consume it to make the Plastic you need to power the blueprint.
You need to hit 300% productivity bonus on both LDS and Blue Circuits to run this at full speed.
The LDS foundries need two speed modules (instead of the usual Productivity Modules) to reach the full potential
Blueprint: Legendary Bio Lab Array - Tileable

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 copy of the blueprint (72 Bio Labs ) outputs a full a Green Belt (240 bottles/sec). I have taken some care to correct for "stuttering" effects - so the outputs should be fully packed belts.
Landing Pad - 100K SPM

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.