Base Layout Designer

Plan compact factory layouts without the spaghetti

Game Version: Hotfix 0.1.2 (Updated: Jan 17, 2026)

Drop buildings onto a responsive grid, size footprints correctly from in-game data, and map belt or pipe flows before placing anything in Arcadia-7.

Grid-aware footprintsLogistics flow mappingShareable layouts

How to Use Base Layout Designer

Pre-plan factory footprints and flows to avoid rebuilds.

1

Pick a building footprint

Use search and filters to select a building. Footprints match in-game sizes from the data set.

  • Sort by size to place your largest structures first
  • Categories help cluster production lines
2

Click the grid to place

Tap anywhere on the grid to place the selected building. Use Rotate Next to swap width/depth on placement.

  • Overlaps are blocked automatically
  • Stay within grid bounds; adjust rows/cols in the header
3

Map flows

Link sources and targets with belts, pipes, or drones to visualize logistics distance.

  • Keep related producers/consumers close to lower flow distance
  • Clear links anytime with Reset Links
4

Review spacing

Check coverage, density score, and average flow distance to see if the layout is too tight.

  • Aim for 60–75% coverage to leave belt corridors
  • Anchor bulky buildings to outer lanes
5

Save or share

Save layouts locally or copy a share link to sync plans with teammates.

  • Saved layouts persist in your browser
  • Share code embeds grid size, placements, and flows

Key Features

  • Grid-aware footprints from building data
  • Overlap prevention and rotation
  • Flow mapping for belts/pipes/drones
  • Coverage and density scoring
  • Local saves and share links

Workspace

Grid planner with real building sizes

Click the grid to place the selected building. Rotate footprints, link flows, and track spacing before committing in-game.

Tip: place adjacent producers/consumers first, then thread belts or pipes with the flow tool to avoid long runs.

Quick Start

Preset Layouts

Load a pre-built layout to get started quickly. You can modify it after loading.

starter

Survival Starter Setup

Essential facilities for the first few hours. Focuses on survival basics: habitat protection, basic storage, and initial power generation. A minimal footprint design to get your first base operational on Arcadia-7.

9 buildings· First hour, Low resources
starter

Wind Power Foundation

Leverage the Wind Turbine v.1 early advantage: at 200W output per turbine, two turbines support all mid-tier crafting machines simultaneously. This base is structured around stable power surplus to enable continuous production without energy bottlenecks.

19 buildings· Wind power, Power surplus
intermediate

Ore Processing Hub

A dedicated ore-to-material pipeline handling Titanium, Wolfram, Calcium, Helium, and Sulphur simultaneously. Smelters and Refineries run in parallel chains, eliminating the material bottleneck that commonly halts mid-game base expansion.

31 buildings· Ore processing, Parallel chains
intermediate

Linear Fabrication Assembly

A straight-line production layout with dedicated input and output zones. Raw materials feed into Fabricators from one end, processed goods exit to Storage Depots at the other. The linear arrangement simplifies rail routing and makes capacity expansion straightforward.

37 buildings· Automation, Linear flow
intermediate

Solar Farm Power Station

A power-generation focused outpost using Solar Generator v.2 (1000W each) to produce a substantial power surplus. Designed to feed power through Rail conductance to remote production bases, enabling you to place energy-hungry buildings far from generator infrastructure.

18 buildings· Renewable, High output
starter

Chemical Generator Outpost

Night-cycle reliable power using Chemical Generators (180W each) that do not depend on sunlight. Positioned as a secondary power source that maintains output during Fire Wave events when external infrastructure may be disrupted.

11 buildings· Night reliable, Weather resistant
intermediate

Fortified Perimeter Base

A multi-layered defensive layout designed for high-threat zones. Defense Turrets cover all approach vectors, the Base Core sits in the protected center, and the Habitat is positioned adjacent to the turret ammo supply chain. Built for survival when enemies regularly probe your base location.

19 buildings· Defense focused, Full coverage
advanced

Defense Tower Stronghold

An advanced defensive configuration using Defense Towers (Tier 2 turrets, 50W each) with Drone Rail resupply — no manual ammo loading required. The automated ammo supply chain allows the base to function as an unattended forward defensive position.

25 buildings· Automated defense, Drone resupply
intermediate

Bulk Resource Depot

A centralized storage facility with separate bays for different resource categories. Storage Depot v.2 units handle ore overflow (1600 units/slot), Multistorage accepts mixed excess items, and Expandable Storage supports growing capacity needs. Built for mid-to-late game resource staging.

32 buildings· High capacity, Organized bays
advanced

Assembler Production Complex

Three Assemblers (60W each, 8.3s cycle) operating in parallel to maximize intermediate component output. The Assembler requires 3 distinct input sockets and produces complex intermediate parts needed for advanced building blueprints and corporation reputation items.

38 buildings· Assembler focused, Intermediate parts
advanced

Compounder Synthesis Lab

Chemical synthesis base using Compounders (60W each, 4.2s cycle) — the fastest production cycle among all intermediate crafting machines. Two Compounders paired with a Refinery create a high-throughput chemical chain for corporation export goods.

27 buildings· Fast cycle, Chemical synthesis
advanced

Research & Data Point Farm

A base built around the Molecular Binder — the automated research building that converts Value Materials into Research Points. Includes an Analyzing Station for manual Data Point generation from items, and a Corpo Terminal for spending accumulated points.

23 buildings· Research points, Data points
intermediate

Corporation Export Hub

An outpost dedicated to maximizing corporation reputation through high-volume item export. Multiple Orbital Cargo Launchers run export cycles simultaneously (33.3s each), and Fabricators produce exportable components in-base to reduce dependence on centralized crafting hubs.

35 buildings· Corporation rep, Export focused
advanced

Mega Press Manufacturing Line

Built around the Mega Press — a high-speed stamping machine with a 4.2s cycle that processes intermediate parts. Ideal for bulk-producing metal components required for Tier 2 building blueprints. The Mega Press takes 4 input rail sockets, requiring careful input planning.

31 buildings· Mega Press, Metal stamping
advanced

Constructorizer Advanced Hub

Two Constructorizers (BD_Factory, 80W each, 11.1s cycle) running in tandem to produce complex crafted items with 4 distinct input materials each. Despite its slower cycle, the Constructorizer handles the broadest recipe pool of any production building.

35 buildings· Constructorizer, Complex recipes
advanced

Teleporter Network Hub

A fast-travel infrastructure base placing Teleporters (80W each) at strategic map locations. Since Teleporters require two paired units — one at source and one at destination — this design accounts for both ends of a traversal route between your mining outpost and main base.

11 buildings· Fast travel, Teleporter
intermediate

Long-Distance Cargo Outpost

A remote outpost using Cargo Dispatcher and Cargo Receiver pairs to move bulk resources across the map without player intervention. Each Cargo Dispatcher (40W) and Receiver (40W) pair operates independently, enabling automated logistics between distant bases.

19 buildings· Cargo dispatch, Remote logistics
starter

Player Quarters Habitat

A Habitat-focused interior base with complete player utility modules: respawn point, equipment management, food processing, and recipe unlocking. Positioned as a forward operating post for players spending extended time away from the main base.

18 buildings· Player comfort, Respawn point
advanced

Wind & Solar Hybrid Power Farm

A complementary power generation layout pairing Wind Turbine v.2 (2000W, always on) with Solar Generator v.2 (1000W, daytime). Total capacity reaches 4000W daytime, 2000W night — enough to run an entire late-game industrial complex with comfortable headroom.

16 buildings· Hybrid power, High capacity
starter

Balanced Progression Base

A well-rounded starter layout that covers all early-game needs in one compact footprint: power generation, ore processing, basic crafting, and a Habitat for respawn. Avoids the common mistake of building power or storage in isolation without accompanying production.

18 buildings· Well-rounded, All essentials
intermediate

Decoy-Layered Defense Grid

A defensive layout using Decoys strategically placed to intercept and redirect enemy AI pathing away from critical infrastructure. Decoys absorb initial enemy attention, drawing them into turret kill zones before they reach the Base Core or production buildings.

16 buildings· Decoy tactics, Enemy redirection
intermediate

Base Core Capacity Expansion

A dedicated layout for maximizing Fire Wave protection through Base Core Amplifiers. Both Amplifier variants are included: v.1 (active, +50 capacity, 80W stability cost) and v.2 (passive, +20 capacity, 60W stability cost). Use this design when your base keeps hitting capacity limits during rupture events.

8 buildings· Fire Wave protection, Capacity upgrade
advanced

Rail Logistics Backbone

A layout focused entirely on logistics infrastructure: Rail v.3 main lines, Rail Modulator junctions, and Drone Stations. Designed as the transport layer connecting extraction outposts, processing hubs, and export stations across a large base complex.

51 buildings· Rail network, Logistics hub

Space & efficiency

Layout health check

Monitor spacing, density, and flow distances to avoid future rebuilds.

Occupied area
0 tiles

Footprints pulled from building data

Coverage
0%

Aim for 60-75% to leave room for belts and walkways

Avg flow distance
0 tiles

Shorter routes reduce belt congestion

Density score
0/10

Lower scores = more breathing room

Medium
Reserve corridors

Keep 1-2 tile corridors between crafting lines so drones and players can traverse without collision.

Low
Flow length is healthy

Current links are compact; keep inputs and outputs grouped by category to maintain this.