Perfect early science lab with inputs for all future science

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
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eX_ploit
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Perfect early science lab with inputs for all future science

Post by eX_ploit »

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A lovely and compact red-green science facility that's easy to make, pretty to look at, and will accept all future science packs when you get to them up until ultra lategame, when you might be tempted to build something bigger for infinite research.
Blue and black science packs go on the right. Yellow, purple and white packs go on the left. Filter inserters in the middle spread them around in the right direction. They need to be set to override stack size to 1, otherwise they will take too much and some labs will be idling periodically.
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labs.jpg
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mrvn
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Re: Perfect early science lab with inputs for all future science

Post by mrvn »

I didn't know you could take things out of a science lab.

Have you tested how long a chain of labs you can make before it uses up all items on the way? With and without speed modules and research speedup?

Personally I now just have my science labs in a single row with 2 belts above and 2 below. Each belt is side filled half/half for a total of 8 science types. I also loop the belts around so items that passed the first labs will come back again. Spreads it out better if one type is sparse.

But I had an idea for a completely different setup. Connect all science labs with a single looped belt. At the start you side feed red/green science directly to it. Then later add red wire between the feeder belt (or inserter) and a few meter of belt loop directly in front of the feeder and past it. Set the belt loop to read and hold the content and the feeder to enable when count == 0 for. By adjusting the number of readers on the belt loop you configure that all science types fit on the same belt.

eX_ploit
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Re: Perfect early science lab with inputs for all future science

Post by eX_ploit »

mrvn wrote:I didn't know you could take things out of a science lab.

Have you tested how long a chain of labs you can make before it uses up all items on the way? With and without speed modules and research speedup?

Personally I now just have my science labs in a single row with 2 belts above and 2 below. Each belt is side filled half/half for a total of 8 science types. I also loop the belts around so items that passed the first labs will come back again. Spreads it out better if one type is sparse.

But I had an idea for a completely different setup. Connect all science labs with a single looped belt. At the start you side feed red/green science directly to it. Then later add red wire between the feeder belt (or inserter) and a few meter of belt loop directly in front of the feeder and past it. Set the belt loop to read and hold the content and the feeder to enable when count == 0 for. By adjusting the number of readers on the belt loop you configure that all science types fit on the same belt.
This is not a new idea, it's called sushi belts and people have been doing it for a long time.
https://www.reddit.com/r/factorio/comme ... ushi_belt/
But to my taste it's too complicated without any real gain, while my setup is simple and does the same thing.
As for single row labs setup there is nothing wrong with it except that it's not very compact.
Also I didn't test how long a chain you can make with my setup, but 12 labs is enough to consume 0.75 of each packs per second(that's how much you make with blue assembling machines if you match number of machines to pack production time, i.e. 5 for red, 6 for green, 12 for blue, 5 for black, 7 for purple and yellow) with just a couple of lab speed upgrades.

mrvn
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Re: Perfect early science lab with inputs for all future science

Post by mrvn »

Yeah, and 12 labs isn't very long as a single line. But I will give the chain loading a try just to shake things up.

I used to do this with boilers, passing on the coal from boiler to boiler.

kayot
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Re: Perfect early science lab with inputs for all future science

Post by kayot »

I am aware the this is a necro post and I apologize in advance.

To anyone who comes acrost this post via Google (as I did from a Google->Reddit post); the blueprint in the op doesn't completely work, here is the updated blueprint code for v1.1.76;

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You can use a creative world to make the blueprint and put it into 'my blueprint' storage which will allow you to use it on any world at any stage in the game. Granted, you'll still need to built the buildings and place stuff, but that's a small price to pay for ease of use.

I'm still at the point where this setup is completely relevant and my designs keep getting jammed. This one seems to be free of that issue.

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