These designs are intended for extreme late game, where everything is optimal for building a high UPS megabase ie you have large patches available from settings or exploring far from the starting point and you have researched a reasonable amount of MP science.I remember looking closely at those monolithic 1K SPM blocks from smurphy1 and fallenghostplayer a while back, and they are impressive feats of engineering. But pretty much immediately my mind wanders to, "how would I even begin to provide 65K+ iron ore per minute to all the conveniently placed inputs around the perimeter of this thing, in a real-world map where I don't already have hundreds of levels of mining productivity?" So it made me wonder if adding some constraints around that would make these builds more interesting to a wider audience.
Here is an example of my 1K cell build on assemblystorms server (vanilla with increased but not maxed resource settings)
Before you get to this stage builds with ore delivered by train are a good compromise between UPS and practicality.
That's why I designed this build, its 500SPM, takes ore by train and doesn't mind too much if some trains have partial loads. https://www.reddit.com/r/technicalfacto ... belts_and/
I am fairly sure this design could be improved significantly and maybe making improvements to this could be a contest, but building an entire UPS optimised base feels too big for a competition like this.