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So I burned myself out making this 18K SPM Factorio Extended Plus belt base. https://imgur.com/gallery/0qQXsUU Then I made some Smelter updates... https://imgur.com/gallery/3mG62PE The latest Smelter, while pretty, was horrible for UPS with all the buffer warehouses, so I removed them all and some extraneous balancers(not pictured) and replaced them with inline titanium chests for a small buffer between trains. Making like 1.5Million/min iron plates at 58-60 UPS now. Changed signaling from stacker to drop off stations and throughput is sufficient for uninterrupted production. After I prettied up the smelters for steel and copper to match the updated iron plate design I had planned on remaking the science base in a similar fashion but my brains is mashed potatoes going back to figuring out a decent layout which would require a lot of belt re-routing and redesigning some blocks for different input methods. Everything running full steam gets about 40 UPS.
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# ¿ Jan 7, 2020 18:49 |
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# ¿ May 11, 2024 20:44 |
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Thanks guys. I know 12 beacon designs can look like boring boxes, but I enjoy the challenge of belt routing and getting things to fit within those limitations. Most of them aren't possible without the Extended purple underground belt length, and loaders. Sometimes you just can't fit 8 or 12 inserters to supply an assembly machine. I thought about train length first and settled on 4-16-4 for raw ore for the smelters and 4-12-4 for regular base trains(a few 2-8-2 for low volume and on-demand supply for outparcel factories like for belts, beacons, modules etc..) In this case for 18K, with Extended, 12 cargo wagons is a good multiple for the number of belts needed for the majority of the builds. For example the green circuit builds need 24 belts of copper and 24 belts of iron, red circuits need 48 belts of copper. If you scrutinize the overall science base you can clearly see that I started on the left with red circuits and worked east. I planned each build for the number of belts of the main ingredient. Some builds like the RCU's only need 3 belts worth of blue circuits total, but they get split to 18 belts because the adjacent Speed Module 1 build needs 18 green circuit belts so it's 18 rows tall. Splitting a belt with a 1-6 balancer is better than using 1 belt with 6 splitters down the line because you'll get a better distribution instead of the last row getting hardly any leftovers. That's how I worked out most of the builds. Some over produce 5%-10% but that's not a bad thing on this scale. I was really happy when I just let it run worker cargo capacity 24 which is like 2 trillion packs or something ridiculous and it just worked without any hiccups for hours. But I hated looking at the brown ground so I started making the smelter look cool with the vanilla tiles. Sometimes the best creativity comes from working with a limited palette. Converting the science base would probably require help. Can you convert a normal save to a multiplayer? Sheesh I tried building a pleasing 60spm yellow belt base the other day and failed miserably.
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# ¿ Jan 8, 2020 23:22 |
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The Locator posted:Purely a curiosity question - is there a reason for locos on both ends of trains? Is it just something that makes you happy or is there an actual in-game advantage for having locos at both ends? I keep the option open for double ended trains, depending on rail network. Partially aesthetic, partially to keep the station run up distance shorter/less belts. Plus i think they accellerate faster with all locos facing same direction.
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# ¿ Jan 9, 2020 03:41 |
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Warehouses are Angels Warehouses from Angels mods, available separately. Mining is typical setup, nothing special. Trains from outposts deliver to a central depot and then dedicated trains from depot to smelter. Ore patches last a long time when you're up to mining productivity 900 something.
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# ¿ Jan 9, 2020 12:08 |
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Cool, I'll probably post some blueprints on factorioprints.com or factorio.school, but I think the stations should be easy enough to replicate from the screenshots. Stations should work with blue belts and regular stack inserters.
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# ¿ Jan 9, 2020 14:38 |
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I'm up to purple production tech cards in K2, seems pretty vanilla up to this point. Does it get crazy after this? Currently designing for 450 SPM as a start, been pretty reasonable up to blue cards and ratios work out very nicely.
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# ¿ Apr 24, 2020 16:42 |
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Ambaire posted:All hail the sacred god that is t3 production modules. Finally got around to upgrading my green circuits and holy gently caress this is insane. Ratios may not be exact but getting 1.9x the copper (in circuits) from copper plates is simply silly. And then there's the copper smelting which is another 1.2x... Buddy, messin' about is how you lose track of several months. 1.5M Iron Plate/min & about 212K Steel/min in that screenshot. I've made some UPS improvements since then, chugs along at 56-60 UPS...making about 1M Copper Plates too. Majere fucked around with this message at 19:04 on Jun 22, 2020 |
# ¿ Jun 22, 2020 18:50 |
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Ms. Chanandler Bong posted:Wow. Any more screenshots? Yes, an old album on Imgur. I've made a lot of improvements to "The Smelter Base" since then. Thinking of putting this save up as a multiplayer game to help rebuild the science base. It all works, but there are many improvements, aesthetic and logistic, to be made. It's a daunting task! https://imgur.com/gallery/0qQXsUU - Work in progress from last year. Kind of a first draft, if you will, to check function before rebuilding to form. https://imgur.com/gallery/3mG62PE - Improved Smelter Base. I've removed a bunch of redundant balancers and all the storage warehouses since these pics, they were killing UPS. You can see how I'd like the main science base to have the same aesthetic as the "new" smelter. There are many improvements I'd like to implement with belt routing and overall layouts/placement. I think a lot of it was a fevered dream... Oh and in case you were wondering how many gears it takes to make just Purple Belts from Factorio Extended Plus (4500 items/min), they need their own sub-base.
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# ¿ Jun 25, 2020 15:14 |
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Ms. Chanandler Bong posted:Jesus man, 18k SPM is ridiculous. How is your ups generally? I'm doing a 2k right now and UPs already taking a hit cos of poor trains I think. It depends what PC I'm on, my desktop (older i7, 16gb ram, with a gtx960?) can run the base at about 45-50 UPS, depending on whats going on, running science full steam. I think factorio hogs about 12gb of ram while this map is loaded. Creative Mode eats a little bit, maybe 5-7. Still some UPS optimizations to be done for the large production blocks. I need to figure out how to clock inserters to all swing at the same time with full hands...I saw some post about that on reddit or youtube base tour but I lost it. The biggest UPS killers for me have been inline warehouse(Angels) buffers and large balancers, 32+ belts. Have to keep splitters to a minimum, so any extraneous balancers have to go. Generally the bigger you go, the fewer things moving is better. The base has biters and pollution turned off as well, no need wasting cpu cycles on that nonsense! If I'm on my laptop, I can just design. Still 60 UPS idle but chugs along at like 20 UPS as the base gets going. I'm building a "scale model" 2.7K SPM blue belt base to help optimize layout, much easier to move things around and experiment. Although some designs are only possible with the extended underground length of the purple belts.... and loaders. Technically I could use only blue belts, but using Extended Plus cuts down the number of belts. For example we would need the equivalent of about 450 blue belts worth of copper plate vs a mere 260 purple belts. TSM mod is a must for the amount of trains the base has. Helps regulate traffic. I think it will help yours as well if you think train pathing is an issue, usually it isn't unless you have 1000 trains trying to path on 2 rails or something.
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# ¿ Jul 1, 2020 16:20 |
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Seablock was most assuredly written by a sadist.
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# ¿ Aug 20, 2020 16:34 |
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lol, 283 hours later, "finally automated red science packs!" no.
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# ¿ Aug 20, 2020 18:16 |
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"NiceFill" uses the original terrain color (that would be underneath the water) when filling in water instead of just the one brown color.
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# ¿ Aug 26, 2020 20:14 |
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Do we have any programming nerds here? My favorite calculator hasn't been updated since the switch from solid fuel to sulfur for chemical science. I've reached out to the author a few times but he doesn't seem all that interested in making the change. https://github.com/barthuijgen/factorio-mods/tree/master/cost-calc I liked this one because it plainly shows how much of each ingredient goes to the next intermediate, instead of say the kirk mcdonald one that has the spaghetti diagram. I find both versions of the "visualize" diagrams difficult to follow on screen.
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# ¿ Sep 4, 2020 18:41 |
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Rescue Toaster posted:Unless there's some other magic it literally looks like a one line change Yeah I made a website back in 1998 with html in notepad. I have no idea how any of this stuff works anymore Taffer posted:I'd move to an ingame mod for that if I were you. They're more dynamic and will work with any modded items/machines. I use factory planner, it's good. You can have a whole list of separate planned factories (I do this midgame to plan out ratios and amount for different builds e.g. red circuits). Then later you can have a whole top-down plan that uses sciences and lists all the ingredients you'll need as well as machine count/beacons for each input etc. I'll give this one a shot. Looks it supports mods like Factorio Extended Plus as well which is a plus for me.
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# ¿ Sep 4, 2020 19:56 |
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Does anyone like building stupid big 12 beacon stuff? Working on a 21.6K SPM (mostly) vanilla (using some QoL, TSM, and Editor Extensions for creative mode). May put the save up as a multiplayer game, so far I have the steel & iron/copper smelter designs done, a preliminary LDS, & rocket fuel. Currently working on space science first, which is a giant red circuit build, blue circuits & speed 1s for RCUs and somehow wire up 28 or 30 silos to be going nonstop! https://factoriolab.github.io/list#...E0xm1tI7A3LfmnY For a size/scale reference of the smelter needed....the train stations are for 2-12-2 trains. The copper section will be nearly twice as long as the iron one. So right now I'm working on the production blocks, once I have them basically designed the hard part is connecting them all in a manner that makes sense and looks neat.
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# ¿ Oct 30, 2020 19:55 |
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Yes, Mojo has some good stuff. I did an 18K Factorio Extended belt base that got 40-50 UPS on my laptop so I think it will run ok. That base used chest and/or belt stubs, but belts and inserters work a lot better now, so I've been able to make production blocks that don't use splitters or large balancers at all, drastically reduced the number of inserters, and use direct insertion wherever possible.
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# ¿ Oct 30, 2020 20:47 |
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NachtSieger posted:Is it possible to wire a requester chest in a way that it only get refilled up to its request limit, and then doesn't get refilled until it hits another number? Yes with circuits. Sounds like you would need an "S-R Latch"
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# ¿ Dec 12, 2020 14:12 |
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LLSix posted:Krastorio green belts take an insane amount of steel. It doesn't help that green underground belts take 25 normal belts. I assume green/purples are very similar to Factotio Extended tiers. I never finished this thing...but it worked well enough in testing. Too Many Gears
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# ¿ Jan 10, 2021 15:06 |
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Here, I finished up part of muh big base. Made an effort post on reddit tho! https://www.reddit.com/r/factorio/c...web2x&context=3
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# ¿ Jan 23, 2021 05:40 |
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CapnAndy posted:
They added colorblind options in the graphics settings a while ago.
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# ¿ Jan 25, 2021 00:28 |
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I made a thing. Please hold your erections. https://www.youtube.com/watch?v=SFHGzOKKu98 Blueprint of one section with the clock: code:
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# ¿ Jan 28, 2021 15:26 |
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Isn't Bob Adjustable Inserters like some trivial 50 red and green science for research?
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# ¿ Jan 28, 2021 15:59 |
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RUM hack posted:tucked in the middle: 21K belt base back on the menu boys!
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# ¿ Jan 29, 2021 19:54 |
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Squeakthrough is a handy QoL mod. Especially when you are building a refinery with pipes everywhere. Long reach is nice as well if you set it to a reasonable distance so it's not too cheaty.
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# ¿ Feb 4, 2021 18:42 |
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Diagonal belts are illegal. I would be wary about posting such obscenities.
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# ¿ Feb 18, 2021 17:19 |
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Would be the same as rails...remember having curved rails?
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# ¿ Feb 19, 2021 15:30 |
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Roflex posted:
Why avoid long inserters? It would be more efficient than the splitters. The craft time of LDS is long enough for a single long to put in plastic and steel.
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# ¿ Feb 20, 2021 00:03 |
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You can see this if you turn on some of the debug options about showing paths and whatnot. The path is actually "stepped", 1 up 1 over to the game but visually they appear straight diagonal. Im sure it was easier to fudge a train to not "vibrate" along diagonal sections than hundreds of items on a a belt.
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# ¿ Feb 20, 2021 13:46 |
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Solumin posted:I start my science production at 30 science/minute, since that's a nice, even number of machines that is easy to achieve for each science pack. Do any of you scale beyond that? And if so, what's your new target? Got a few thousand hours in this game, and I'm at the point where you test the limits of the game itself, like with simcity or city skylines...working on my vanilla 21K base. https://www.reddit.com/r/factorio/comments/l34t57/all_you_need_for_21000_space_science_per_minute/?utm_medium=android_app&utm_source=share This is just space science. If you check my other posts you'll see some other parts, rocket fuel, smelter. Working on a post for purple science since that is complete. Currently trying to figure out how to make yellow and blue together or near each other. Red and green are done but small and boring compared to the rest. Then just connect them all together...easy peezy.
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# ¿ Apr 6, 2021 18:13 |
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lol thanks, it is pretty stupid. I have to build in spurts, one part at a time...then I get burned out. It just takes hours to move stuff, even with creative mode. Half the time I want to build something, I load up the map and stare at it for an hour or so contemplating then close it.
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# ¿ Apr 6, 2021 19:13 |
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Study your old base, then make a new better one!
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# ¿ Jun 23, 2021 12:25 |
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Production science is fun because it just has a ton of "basic" ingredients. I like your linear layouts, nice and tidy. Here's my WIP 21k purple base. Train deliveries of plates and plastic only.
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# ¿ Jul 19, 2021 12:03 |
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The Locator posted:That's more like a 'gigabase'. Eeep... Very impressive. When you start building this stupid big it's all about UPS optimization. Which is a challenge in and of itself, testing the limits of the game engine. My 18k Factorio Extended base ran at about 45-50 UPS, so I figured I could do better in vanilla with what I learned from that. I just cant get into bobs/angels/seablock stuff with so many products & byproducts to manage. Then you unlock a new tech and that entire process you just built is useless. I've posted some of the other builds over on reddit https://www.reddit.com/r/factorio/comments/l34t57/all_you_need_for_21000_space_science_per_minute/ https://www.reddit.com/r/factorio/comments/l437yw/hotdog_rocket_fuel_20kmin_vanilla/ https://www.reddit.com/r/factorio/comments/l5uiyu/clocked_plastic_satisfaction/ Kinda burned out at yellow science right now. So on a break till the urge comes back.
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# ¿ Jul 19, 2021 18:58 |
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Cimber posted:I'm trying out the Bob's series of mods, and holy poo poo, did he make things to be complex and convoluted for the sake of being complex and convoluted? Yes. When you're done with bobs, pyanadons mods will make you believe slamming your johnson in a car door is preferable.
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# ¿ Jan 7, 2022 22:38 |
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Elevated rails is my only wish for this game.
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# ¿ Feb 4, 2022 18:38 |
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Its basically the Factorio motto
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# ¿ Apr 20, 2022 12:16 |
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Guys, just make a new armor.
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# ¿ May 2, 2022 18:11 |
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I dont know why...it's kind of easy now. Basic refining just gives you petro gas (back in my day we had no basic refining!). Advanced refining ratio is 8 refineries, 2 heavy to light plants, and 7 light to gas plants. All yer oil will be gas for plastic and a little for sulfur. Plop down 1 more plant and a storage tank for lube and you're set for quite a while. You dont need any other storage tanks for heavy and light oil or circuit controlled pumps. You'll have a good supply of lube saved up when you get to yellow science and blue belts. The more accurate ratio is 20-5-17 but that generally too much to start with or you use that when you eventually replace the 2-3 copies of the "simple" ratio. These ratios are without modules of course. Majere fucked around with this message at 13:00 on Sep 9, 2022 |
# ¿ Sep 9, 2022 12:54 |
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Squeakthrough and Long Reach for life
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# ¿ Sep 24, 2022 14:08 |
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# ¿ May 11, 2024 20:44 |
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Depending on how big you're dreaming, it's a good idea to setup a small base/outpost that just makes modules, beacons, and general building stuff like assembly machines and inserers. That way you're not draining your starter base resources making a billion green circuits for modules.
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# ¿ Oct 24, 2022 13:59 |