Processing Units (>700/min)

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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TheEggHealer
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Processing Units (>700/min)

Post by TheEggHealer »

Hello! I thought I'd share my way of producing the blue circuits. It is quite resource-heavy as it consumes almost four blue belts of electronic circtuits. :shock:

To achieve 700 processing units per minute, this construction uses:
* ~10k Electronic circuits / min
* ~1k Advanced circuits / min
* ~2.5k Sulfuric acid / min
* 80-90 MW of power



Hope you like it!
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Tekillaa
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Re: Processing Units (>700/min)

Post by Tekillaa »

hi,

For a 4 lane of green circuit eater, one of those lane do the job, and its a bit compact and tillable on sides with decent acid income, i use that in my compact base.

I can notice in your factory, a blue factory is feed by half a lane of green circuit, but the recipe requires 20 green circruit for 1 blue, you probably have some feeding issues to get all you factory always workin, especially surrounded by so many beacon : i can just advise you to at least let a blue line of green circuit on input for factory, i try to have 2 blue line for each factory in my design, each blue factory got 2 blue line of green circuit, 1 red line of red, it allows me a perfect feeding of all assemblies.

Image

It should be add in the game: viewtopic.php?f=6&t=67650 :)

Italian Cuisine
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Re: Processing Units (>700/min)

Post by Italian Cuisine »

By using splitters, you can increase the throughput of a belt into an assembler. The following keeps the assemblers fully busy. It's also mirrorable vertically, and repeatable horizontally until you run out of red circuit bandwidth on that lane.

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It's not spaghetti!

jatz81
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Re: Processing Units (>700/min)

Post by jatz81 »

[deleted by poster]

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