100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Clever and beautiful constructions, bigger than two chunks
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Please provide us with blueprints or saves, if that makes sense of course.
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Clever and beautiful constructions, bigger than two chunks
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spiral_power
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100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

old subject: 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

100M rockets launched / 569 kspm / 1.0 stable with Bob's mods is here.


This is a factory which is yet constructing, but ver 1.0 is coming soon, so I show you my factory before 1.0 comes. After 1.0 comes, I will show you again, may be in 2020, after 100M rockets launched. This is not a complete factory. I always tweak my factory.

t_1.png
t_1.png (6.46 KiB) Viewed 2045 times
t_2.png
t_2.png (11.76 KiB) Viewed 2045 times

hmm... how can I set open/close button [+]?

Settings
  • 0.17.79 stable & Bob's mods
  • YES: God modules, much resources
  • NO: enemies, pollution, cliff, productivity bonus bug, QoL mods
Records
  • 50M rockets launched & 381 kspm research
  • UPS 45-50 on my PC ( Ryzen 2700X/DDR4 16GB 2666MHz) Unfortunately my 32GB better latency memory modules had broken ( waiting for replacement shipping ), so now I am using temporary ones. This decreases UPS about 5 I think.
  • About 2.5 REAL days/ 1M rockets ( you may see detail below )
  • Stack inserter capacity 90 now ( growing, 90→93 1.8 months, 93→96 3.6 months,... )
  • Mining productivity +57630 % ( sufficient high so closed researching, good for UPS )
  • Totally running 3.7k hours in game time
I will swith to newer stable version and improve this factory, upper limit may be 500 kspm in my PC with good ( around 50+ )UPS including 0.18 performance improvements changed/additional Bob's recipes.

History
  • Jun 2019 Game start with 0.17.45,1st rocket launched
    (from Jul to Nov I played an other map)
  • Dec 2019 develop version at mall ( 5.8kspm )
  • Feb 2020 product version start (77kspm)
  • Mar 2020 1M rockets, 287kspm
  • Apr 2020 10M rockets
  • May 2020 Mining research closed
  • Jun 2020 381kspm
  • Jul 2020 50M rockets
Twitter moment ( many pictures of history but text in Japanese )

Points
  • I want to launch many rockets and do infinite research. I prefer higher ( spm * UPS ), long term ( hundreds, thousands hours ) stable running, less trouble, robustness, maintainability.
  • Train & inserter base factory, No belts, No bots except fuel recharge & mall.
  • Faster item transportion, I adjust EACH inserters ( fastest 90 items/2 tick now )
  • Less access to entities, I adjust some inserters delay.
  • Sure, less train running is better UPS, I didn't know this map's ceiling so I made a large site first, now I know it is about 500 kspm, I'm reducing my factory to fit it and optimizing train routes.
  • No productivity bonus bug, it is fair ( no cheat ),I should adjust speed to 1 tick/recipe. Example, 1 second recipe's speed shouldn't over 60 and 60 is best for UPS.
  • High customizability of inserters and higher level modules, no productivity bonus bug usage make a factory odd visualization compared with vanilla ones.
  • I repeat destruction and construction, again and again, mall supports me, auto provision, stock and recycle.
  • Train sceduler that uses commands very very useful for me, nor I COULD NOT finish and start main area.
  • Science packs. YES: red,green,blue,purple,yellow,white. NO: violet( closed researching ),black
  • Trains 4 locomotives + 32 cargoes, 200+ lines, with some equipment ( equips MANUALLY )
  • No enemies so no alien research, no powerful train equipment ( vehicle fusion reactor MK6 ). This may decrease UPS some. I can create the equipment by using console command, but I don't do at the moment.
  • In future, I MAY USE productivity bonus bug in this map, it may does good UPS and 1,000kspm research, but it must be very hard work that all recalculation and reconstruction.
Save file

File size 200MB, Memory Usage 5GB
https://drive.google.com/file/d/1wvSp3K ... sp=sharing

Reference, vanilla 1M rockets/7kspm map which is better UPS somewhat common one, you can compare what are different.(File size 100MB, Memory Usage 4GB)
https://drive.google.com/file/d/1x6ks-w ... sp=sharing

Calcs

Sorry in Japanese but there is an inserter cheat sheet.
https://docs.google.com/spreadsheets/d/ ... sp=sharing

Pictures

Records
rc_1.png
rc_1.png (505.41 KiB) Viewed 2045 times
rc_2.png
rc_2.png (458 KiB) Viewed 2045 times
rc_3.png
rc_3.png (698.84 KiB) Viewed 2045 times

Overview
ov_1a.png
ov_1a.png (968.97 KiB) Viewed 2045 times
ov_2a.png
ov_2a.png (1.03 MiB) Viewed 2045 times
ov_3a.png
ov_3a.png (1.02 MiB) Viewed 2045 times
ov_4a.png
ov_4a.png (864.46 KiB) Viewed 2045 times
Last edited by spiral_power on Sun Nov 01, 2020 1:59 pm, edited 2 times in total.

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Re: 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

Post by spiral_power »

Inserters adjustment and customization
Load/Unload inserters are all one-way=1 tick, I reduce inserters work time as possible.
For reduce accessing entities, from assembling machines to chests, I can't use circuit to read "assembling machines' chests", I make inserters slow ( configure and/or use lower speed ones).
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ic_2.png (1.82 MiB) Viewed 2042 times
ic_3.png
ic_3.png (20.54 KiB) Viewed 2042 times
ic_4.png
ic_4.png (2.23 MiB) Viewed 2042 times
ic_5.png
ic_5.png (2.21 MiB) Viewed 2042 times

No productivity bonus bug
Iron gear wheel: 0.5s → speed limit 30
Iron plate: 3.2s → speed limit 192
Engine unit: 10s → speed limit 600
Iron pipe: 0.5s → speed limit 30 but no productivity modules are used so no bug there ( it shows speed 462 but it works as speed 30 )
Rocket fuel: 30s → speed limit 1800 but speed up limit is +32768% so I set speed 1150.1 (+32760%)
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npb_2.png
npb_2.png (1.88 MiB) Viewed 2042 times
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npb_3.png (1.86 MiB) Viewed 2042 times
npb_4.png
npb_4.png (1.81 MiB) Viewed 2042 times
npb_5.png
npb_5.png (2.55 MiB) Viewed 2042 times

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spiral_power
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Re: 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

Post by spiral_power »

Typical train schedule
Equal devided load and unload
ts_1.png
ts_1.png (1.74 MiB) Viewed 2041 times
ts_2.png
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ts_3.png
ts_3.png (508.96 KiB) Viewed 2041 times

Process block pattern
single ( nomal performance, almost all)
2 series ( somewhat good performance, rocket fuel )
4 series ( very good performance, silo, lab... lab should be 2 series )
ts_6a.png
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ts_5a.png
ts_5a.png (511.4 KiB) Viewed 2041 times
ts_4a.png
ts_4a.png (532.27 KiB) Viewed 2041 times

Mall
maill_1.png
maill_1.png (413.52 KiB) Viewed 2041 times
mall_2.png
mall_2.png (4.45 MiB) Viewed 2041 times


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spiral_power
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Re: 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

Post by spiral_power »

additional description

Train-Assemble structure
  • (C)argos=32 is a quantity of cargoes that trains have.
  • (P)ieces is a quantity of unit of assembles that (S)eries have. A unit has C/P cargo length. Higher if assemble is easy and/or more needed, lower if assemble is complex and/or less needed.
  • (T)rain stations should be less and should be shared by other type's assembling units to reduce resource supply trains.
  • (S)eries increase for performance and/or avoid high (I)sland count. Because almost one train has one kind item, if well mixed loading this make less sense ( as most of vanilla setups ).
  • (I)sland has (S)eries of (P)ieces unit of assembles and T/S stations, in other words, has S*(P)ieces unit of assembles and (T)rain stations. Island may be multiple.

Red SP: (P)ieces=8, (S)eries=1, (I)sland=1. Green and blue SP also.
8-1-1.png
8-1-1.png (690.46 KiB) Viewed 1605 times
8-1-1-2.png
8-1-1-2.png (384.42 KiB) Viewed 1605 times

Satellite: (P)ieces=4, (S)eries=1, (I)sland=3.
Yellow circuit: (P)ieces=4, (S)eries=1, (I)sland=1.
Red Circuit: (P)ieces=4, (S)eries=1, (I)sland=1.
Blue Circuit: (P)ieces=2, (S)eries=1, (I)sland=1.
Radar: (P)ieces=2, (S)eries=1, (I)sland=1.

Train share example: copper ore,#1-8 unload stations there.
satt1.png
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satt2.png
satt2.png (2.14 MiB) Viewed 1605 times
satt3.png
satt3.png (1.19 MiB) Viewed 1605 times


Silo: (P)ieces=4, (S)eries=4, (I)sland=4.
Rocket fuel: (P)ieces=4, (S)eries=2, (I)sland=3.
silo1.png
silo1.png (736.99 KiB) Viewed 1605 times

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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

100M rockets launched / 569 kspm / 1.0 stable with Bob's mods
Updated from July 2020, 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

This is a factory which is yet constructing, I always tweak my factory.

1-1.png
1-1.png (6.37 KiB) Viewed 1024 times
1-2.png
1-2.png (457.5 KiB) Viewed 1024 times
1-3.png
1-3.png (55.92 KiB) Viewed 1024 times

Settings Records
  • 100M (1億 in Japanese ) rockets launched & 569 kspm research
  • UPS 45-50 on my PC ( Ryzen 2700X/DDR4 32GB 2666MHz).
  • About 1.6 REAL days/ 1M rockets launch.
  • Stack inserter capacity 93 now, growing, soon 93 → 96.
  • Mining productivity +57630 % ( sufficient high so closed researching, good for UPS )
  • Totally running 5.7k hours in game time
History
  • Jun 2019 Game start with 0.17.45,1st rocket launched
    (from Jul to Nov I played an other map)
  • Dec 2019 develop version at mall ( 5.8kspm )
  • Feb 2020 product version start (77kspm)
  • Mar 2020 1M rockets launched, 287kspm
  • Apr 2020 10M rockets launched
  • May 2020 Mining research closed
  • Jun 2020 381kspm
  • Jul 2020 50M rockets launched, first post my factory to this thread.
  • Aug 2020 update apply 0.17.79 → 1.0, Bob's mods 0.17.x → 1.0.x except Bob's revamp mod, revamp mod 0.17.x → 0.18.2
  • Oct 2020 update apply Bob's revamp mod 0.18.2 → 1.0.x, 569kspm
  • Nov 2020 100M rockets launched
Twitter moment ( many pictures of history but text in Japanese )

Points
  • I want to launch many rockets and do infinite research. I prefer higher ( spm * UPS ), long term ( hundreds, thousands hours ) stable running, less trouble, robustness, maintainability.
  • Train & inserter base factory, No belts, No bots except fuel recharge & mall.
  • Faster item transportion, I adjust EACH inserters ( fastest 90 items/2 tick now )
  • Less access to entities, I adjust some inserters delay.
  • Sure, less train running is better UPS, I didn't know this map's ceiling so I made a large site first, now I know it is about 800-1000 kspm, I'm reducing my factory to fit it and optimizing train routes.
  • No productivity bonus bug, it is fair ( no cheat ),I should adjust speed to 1 tick/recipe. Example, 1 second recipe's speed shouldn't over 60 and 60 is best for UPS.
  • High customizability of inserters and higher level modules, no productivity bonus bug usage make a factory odd visualization compared with vanilla ones.
  • I repeat destruction and construction, again and again, mall supports me, auto provision, stock and recycle.
  • Train sceduler that uses commands very very useful for me, nor I COULD NOT finish and start main area.
  • Science packs. YES: red,green,blue,purple,yellow,white. NO: violet( closed researching ),black
  • Trains 4 locomotives + 32 cargoes, or a few 1 + 8, 200+ lines, with some equipment ( equips MANUALLY )
  • No enemies so no alien research, no powerful train equipment ( vehicle fusion reactor MK6 ). This may decrease UPS some. I can create the equipment by using console command, but I don't do at the moment.
  • In future, I MAY USE productivity bonus bug in this map, it may does good UPS and 1,000kspm research, but it must be very hard work that all recalculation and reconstruction.
  • Because some recipes changed in 1.0 with Bob's mods, i.e. new satellite recipes, UPS drastically improved from 0.17.x and I could expand my factory.
  • Gas venting pumps speed can set 60 ( normal speed is 5 ) in 1.0, i.e. 1 recipe / tick, it makes UPS better.
Save file

File size 200MB, Memory Usage 5GB
https://drive.google.com/file/d/1t0uKLB ... sp=sharing

Reference, vanilla 1M rockets/7kspm map which is better UPS somewhat common one, you can compare what are different.(File size 100MB, Memory Usage 4GB)
https://drive.google.com/file/d/1x6ks-w ... sp=sharing

Pictures

Records
1-4.png
1-4.png (478.41 KiB) Viewed 1024 times
1-5.png
1-5.png (453.56 KiB) Viewed 1024 times
1-6.png
1-6.png (668 KiB) Viewed 1024 times

Overview
1-7.png
1-7.png (954.55 KiB) Viewed 1024 times

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spiral_power
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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

Rocket silo
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2-4.png (1.23 MiB) Viewed 921 times
2-3.png
2-3.png (1.16 MiB) Viewed 921 times

RTG
2-6.png
2-6.png (4.55 MiB) Viewed 921 times
2-7.png
2-7.png (318.29 KiB) Viewed 921 times

Uranium processing
Using flare stack mod for disposing of uraniumu-235, no Kovarex enrichment process
2-1.png
2-1.png (4.73 MiB) Viewed 921 times

mall
2-2.png
2-2.png (969.36 KiB) Viewed 921 times

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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

chunk border issue
First, I made 16*1 pattern for sodium hydroxide but that didn't work well because chunk border issue. I made 8*2 pattern.
3-1.png
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3-2.png
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sulfuric acid
Sulfuric acid processing that well optimized and controlled by circuits. Reds are loaders, yellows are buffers.
3-3.png
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science packs
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3-6.png
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lab
3-7.png
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3-8.png
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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

updating
1: 0.17→1.0 ( only revamp 0.18.2 )
2: full 1.0 ( revamp 1.0.x )
3: 381→475kspm
4: 475→569kspm
EkUlIdSVoAAvRoY.jpg
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EkUlHuqVoAA5Fw7.jpg
EkUlHuqVoAA5Fw7.jpg (351.33 KiB) Viewed 905 times

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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by LiquidInsight »

This is amazing! It's hard to imagine that many science packs per minute. A very cool build.

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