Things gone big - no bots factory

Circuit-free solutions of basic factory-design to achieve optimal item-throughput.
Involving: Belts (balancers, crossings), Inserters, Chests, Furnaces, Assembling Devices ...
Optimized production chains. Compact design.
Please provide blueprints!
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Circuit-free solutions of basic factory-design to achieve optimal item-throughput
quinor
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Things gone big - no bots factory

Post by quinor »

Together with Leveller I've built factory and fed it with trains:

Unloading station for copper and iron - 4 trains each. 8 belts coming from station are then evened into 8 outputs and come to different parts of factory.
Unloading
Here closer look at 8-8 evener:
8-8 evener
Then roughly half of resources go to first smelting block and circuit factory
smelting block and green
There is also red and blue circuit production with some coal mine and modules.
red and blue circuits
And map with train system overview
map

Leon
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Re: Things gone big - no bots factory

Post by Leon »

how is possible that one line of copper can feed so many furnaces ?

edit : oh i understand it now: ),.. production is stopped because you have everything full, so copper can travel all the down :)

quinor
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Re: Things gone big - no bots factory

Post by quinor »

One full blue line of copper actually can fill all of these furnaces if I haven't miscalculated things. That's maximum it can do though.

orzelek
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Re: Things gone big - no bots factory

Post by orzelek »

Hmmm.. omg :D

Thats some big factory - nice one.

Would you be willing to share save for example so we could look around?

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Re: Things gone big - no bots factory

Post by quinor »

I actually don't have one, becouse it's hosted by Leveller and he won't be around for some time now... I can look for autosaves though, maybye I haven't overwritten them.

Okay, I've found the savegame and attached it. It's not final version (I don't have this) - lower part of factory is in the middle of massive rebuild, though upper (circuits and stuff) is complete. It uses several mods: (https://dl.dropboxusercontent.com/u/272 ... o/mods.rar)
Attachments
Leveller_circuitsproduction.zip
(8.8 MiB) Downloaded 243 times

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Xterminator
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Re: Things gone big - no bots factory

Post by Xterminator »

Wow that is one massive factory! :D Insane amount of red circuit production, I love it. haha
Image Image Image

Leveller
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Re: Things gone big - no bots factory

Post by Leveller »

Image


Second smelting area. :) Also to the right is another 2 rows just for Steelsmelting.

dee-
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Re: Things gone big - no bots factory

Post by dee- »

I don't understand why you guys don't smelt directly at the mine? Plates have a better stack size than ores so the train throughput and buffer storage are increased massively. Also if the furnances are placed on-site it's easier to get a good ratio of miner:furnance without wasting either the one or the other.

quinor
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Re: Things gone big - no bots factory

Post by quinor »

Becouse we've got like 10 mines that deplete rapidly. We'd have to set up smelting at each of these points.

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Re: Things gone big - no bots factory

Post by Akromos »

psorek wrote:Becouse we've got like 10 mines that deplete rapidly. We'd have to set up smelting at each of these points.
I agree

And I personnaly prefer the "big base - small outpost" configuration, I just mine and load (and defend) at outpost and then I centralize every productions and smelting chains
The advantage with the silence is that it does not say bullshit...

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Re: Things gone big - no bots factory

Post by Hazard »

Even if plates stack better than ores, belts don't allow any stacking anyway. I'd personally construct a few storage fields after the smelters to buffer any raw material overflow, which would exploit the ease of stacking, but otherwise...

Leon
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Re: Things gone big - no bots factory

Post by Leon »

I would like to ask you, guys,... how can i make this blue belt slots? i know that this is an item which is permanently set. but how to set it up ? thanks for answer

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Phillip_Lynx
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Re: Things gone big - no bots factory

Post by Phillip_Lynx »

I do not use this, but it has to do with the middle mousebutton.

I think, get the item in hand and then click with th middle button on the requested slot.

Leon
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Re: Things gone big - no bots factory

Post by Leon »

oh, yes it works :) thank you :)

Akromos
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Re: Things gone big - no bots factory

Post by Akromos »

and the most important : ctrl + middle mouse button to undo it, it drives me crazy the first time i wanted to reconfigure action bar without knowing it ;)
The advantage with the silence is that it does not say bullshit...

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Re: Things gone big - no bots factory

Post by MadZuri »

I love megabases... but that 8-belt evener makes me cringe. Those corners aren't "fast corners" and suffer from compression losses. I noticed that it actually only has 6 output lanes so it works out in the end, but if you were to try to shove 8 fully compressed lines through there it will have problems. I think we've had this discussion elsewhere tho ;)

quinor
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Re: Things gone big - no bots factory

Post by quinor »

Indeed :) But input is not compressed and i have built this system to take advantage of this. Also, we discussed it before :)

dee-
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Re: Things gone big - no bots factory

Post by dee- »

from what I understood, 0.12 will have corners go at the same speed as straight belts so it will sort itself out. And I need to redo most of my factory stuff, downgrading the corners :D

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Re: Things gone big - no bots factory

Post by Trepidati0n »

I thought the corner issue was one of the "better quirks" of Factorio peronsally. It didn't make much of a difference to the average player but was a reasonable issue to deal with on super efficient designs.

dee-
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Re: Things gone big - no bots factory

Post by dee- »

Yes, for me it was an interesting fact and a subtle challenge when aiming for the max. Somehow I think I'll miss it when the design gets a bit casualized

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