Compact late-game designs:curcuits,modules,rocket silo parts

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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KAA
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Compact late-game designs:curcuits,modules,rocket silo parts

Post by KAA » Sun Jun 17, 2018 11:42 pm

Hi there!
So this is the first time I'm sharing my blueprints because this is the first time I actually designed something that may be interesting for others.

The idea was to make a blueprint which saves space in a late-game, can be easily expanded and is transparent when you look over your factory.
So my blueprints accomplish one of the following rules:
- gives you a full blue belt of output.
- utilizes full blue belt of input.
Following these rules simplifies logistics a lot for me.

Please feel free to comment on if you think this is useful or not and of course tell me if there are mistakes in designs.
Here we go now:

Plastics simple
Gives you a full blue belt, no modules required, just load coal and petroleum from the right side and get plastics on the left side. I added empty beacons to the blueprint just for compatibility.
You can change this blueprint to a modular one which is shown below to save nice amount of space.
1PS.png
1PS.png (869.83 KiB) Viewed 1853 times
Blueprint string

Plastics modular
The same as above just shorter because of modules.
Also you can add productivity modules into the factories to save 20% of coal and petroleum, it will still produce full belt of plastics.
Please note that it can be easily expanded using same beacons and input lines to get 2 blue belts of plastics.
2PS.png
2PS.png (552.19 KiB) Viewed 1853 times
Blueprint string
Green circuits modular
Gives you a full blue belt of green circuits taking relatively small amount of space.
I didn’t see on the forum such kind of small design for blue belt of green circuits.
Also can be expanded but will require more lines of input
3Greens.png
3Greens.png (465.63 KiB) Viewed 1853 times
Blueprint string
Wire/gears modular
Small design to get full blue belt of wires, and also gears if you change the receipt for the factories.
Useful for me because takes small space. It utilizes 1/4 line of input copper(for wires)/iron(for gears) so you can connect 4!!!! of these to one input blue belt, just make sure you share it right between 4 blueprints.
4Wires.png
4Wires.png (430.13 KiB) Viewed 1853 times
Blueprint string

Red circuits modular.
Shared belts with splitters are for greens/plastics, 2 dedicated belts are for wires input.

The setup which took a lot of time to balance it right.
You will get around 120/s - 130/s of red circuits from this setup.
BUT
It consumes almost PRECISELY 2 input lines of wires and 1 input line of Plastics+Greens.

So the value of this setup is that you can run dedicated blue belts of input here,
and be sure you are getting maximum amount of red circuits possible with this input.
I prefer such solution over others, because:
1) red circuits production requires usually a lot of space and this rectangular design makes it easy to predict expanding
2) this setup can be expanded easily and input lines will not go overcomplicated.
3) easy tracked lines of input simplify logistics a lot for me
5Reds.png
5Reds.png (258.56 KiB) Viewed 1853 times
Closer view
6Reds.png
6Reds.png (1.56 MiB) Viewed 1853 times
Blueprint string
Blue circuits modular
Lower simple belt is for greens, upper belt with splitters is for reds. Underground belt is output.

It produces not much of blue circuits, but utilizes blue belt of greens precisely.
So having several belts of greens you can expand it easily.

That’s why I like it.
Later I will add dual version of this setup to double circuits production using 2 belts of greens.
7Blues.png
7Blues.png (506.69 KiB) Viewed 1853 times
Blueprint string
Speed/Energy/Production modules setup
This one based on the solution that I found on this forum but is a little bit smaller and simpler.

Beacons added for your convenience and can be easily removed.
What I like about this one is size and transparency. It's nice to have 3 of these running in parallel for every module type.

Also,you can add energy efficiency modules here or speed modules for more performance is you can handle the input.
My choice is usually no beacons to save space,
but sometimes energy modules are good choice if you run this for a long time.
8Modules.png
8Modules.png (525.16 KiB) Viewed 1853 times
Blueprint string
I will also post my blueprints for spaceship build later, so follow the updates :)
Looking forward to hear your comments!

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disentius
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Re: Compact late-game designs:curcuits,modules,rocket silo parts

Post by disentius » Mon Jun 18, 2018 6:07 pm

Inspiring:)

I use this green vanilla build:
Beaconed GC.gif
Beaconed GC.gif (5.05 MiB) Viewed 1822 times
With Miniloaders it becomes like this:
Beaconed GC2.gif
Beaconed GC2.gif (3.39 MiB) Viewed 1822 times

KAA
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Re: Compact late-game designs:curcuits,modules,rocket silo parts

Post by KAA » Mon Jun 18, 2018 8:48 pm

Hm... Thanks for sharing! your vanilla solution is smaller than mine and looks nicer!

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disentius
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Re: Compact late-game designs:curcuits,modules,rocket silo parts

Post by disentius » Tue Jun 19, 2018 2:46 pm

and you need only 3 beaconed refineries for a full belt of plastic :)
Bit of beltugliness to stuff the blue belt output, though.
Beaconed Plastic.gif
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DaveMcW
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Re: Compact late-game designs:curcuits,modules,rocket silo parts

Post by DaveMcW » Tue Jun 19, 2018 4:36 pm

disentius wrote:Bit of belt ugliness to stuff the blue belt output, though.
plastic.jpg
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disentius
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Re: Compact late-game designs:curcuits,modules,rocket silo parts

Post by disentius » Wed Jun 20, 2018 4:54 pm

Ah:)
Thanks Dave. Can i Lease your brain for a while?

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MisterSpock
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Re: Compact late-game designs:curcuits,modules,rocket silo parts

Post by MisterSpock » Mon Jul 02, 2018 2:21 pm

My Chipproduction looks like this:
Im always using 2 rows of beacons. But the one row design dont looks so bad.^^

Image

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