[0.15] My first Marathon factory

Clever and beautiful constructions, bigger than two chunks
- Defense: killing biters as an art
- Castles, Throne Rooms, Decorations (comfortable living in the Factorio World)
- Main Bus Concepts
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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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iceman_1212
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[0.15] My first Marathon factory

Post by iceman_1212 » Fri May 12, 2017 9:11 pm

I wanted to share my first factory of 0.15! It was on the new marathon settings (4x expensive recipes, 4x tech costs). I used no mods or console commands.

Image

The factory has a decentralized production structure which takes advantage of the global map-view feature of 0.15. Production takes place in three stages: (1) mining + production of key intermediates, (2) production of science packs and rocket part ingredients, and (3) research. Stages 1 and 2 are described in further detail below. Stage 3 is shown above.

The factory uses both belts and logistic bots. Belts are used for mining, smelting and the production of intermediates/science packs and research. Logistic bots are used at my "make everything" factory for producing modules, solar panels/accus and other equipment for making my factory.
Production
Rail Network
1. Mining and Key Intermediates
2. Science Packs and Rocket Part Ingredients
Power
Make Everything factory

Kelderek
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Re: [0.15] My first Marathon factory

Post by Kelderek » Fri May 12, 2017 10:19 pm

Very cool factory!

I'm curious, do you only have 30 research labs or is that just one of multiple "modules" for that. I ask because your production number look like they may be much higher than the number of labs you've shown even with all those beacons.

iceman_1212
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Re: [0.15] My first Marathon factory

Post by iceman_1212 » Fri May 12, 2017 10:26 pm

Kelderek wrote:Very cool factory!

I'm curious, do you only have 30 research labs or is that just one of multiple "modules" for that. I ask because your production number look like they may be much higher than the number of labs you've shown even with all those beacons.
Those are all of my labs. Having all of the lab research upgrades + beacons really speeds up science pack consumption rate per lab.

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Re: [0.15] My first Marathon factory

Post by Alfredeus55 » Sun May 21, 2017 8:40 pm

Nice Job!!! Looks Amazing!! How long real time verse game time did this take you?

iceman_1212
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Re: [0.15] My first Marathon factory

Post by iceman_1212 » Tue May 23, 2017 10:54 pm

Thanks! I have 177 hours of game-time on that save using the "/time" command. The majority of the first 100 hours was spent at 60 UPS and the majority of the remainder was at 45+ UPS - it really only dropped to ~20 UPS once I had all science production going at the rate shown in my original post. So I guess I'd estimate ~200 hours of real-time?

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Re: [0.15] My first Marathon factory

Post by Ober3550 » Sat Jun 17, 2017 1:40 am

Nice base! I've personally managed to finally make 1 half of a yellow belt of each science 400/min and am now aiming for 1 half of a red belt. Wish me luck!

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Re: [0.15] My first Marathon factory

Post by vanatteveldt » Sat Jul 29, 2017 1:02 am

Well done!

I'm doing a marathon base as well, but decided to go beltless... I never considered placing speed beacons on mining patches, doesn't it bother you that the center part of the beacon row isn't mined?

What is the reason for centralizing labs and shipping all research packs, instead of keeping the lab at the science outpost? Or do you have separate outposts for the different science types?

I guess rocket science would need to be distributed, but that seems like less work than shipping all the other science packs..?


I was planning to create more scalability by using 'multiplexer'/depot stations (inspired by an earlier forum thread): the iron depot would consist of iron drop-off train stations (from the smelters) and iron pickup stations (e.g. from the circuits) and would help in load balancing and to reduce the amount of intersections by having dedicated rail lines where possible. But first I need to clear a gazillion biters to make room... :)

iceman_1212
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Re: [0.15] My first Marathon factory

Post by iceman_1212 » Tue Nov 14, 2017 5:33 pm

vanatteveldt wrote:Well done!

I'm doing a marathon base as well, but decided to go beltless... I never considered placing speed beacons on mining patches, doesn't it bother you that the center part of the beacon row isn't mined?

What is the reason for centralizing labs and shipping all research packs, instead of keeping the lab at the science outpost? Or do you have separate outposts for the different science types?

I guess rocket science would need to be distributed, but that seems like less work than shipping all the other science packs..?


I was planning to create more scalability by using 'multiplexer'/depot stations (inspired by an earlier forum thread): the iron depot would consist of iron drop-off train stations (from the smelters) and iron pickup stations (e.g. from the circuits) and would help in load balancing and to reduce the amount of intersections by having dedicated rail lines where possible. But first I need to clear a gazillion biters to make room... :)
Sorry for the (extremely) delayed response. Have not had much gaming time as of late :(

The reason for shipping science to central labs is because my science production takes place at separate facilities. I have five facilities dedicated to production of science and rocket part ingredients: one for red/green/gray, one for blue/purple, one for yellow, one for assembly of RCU and LDS and, finally, a coal liquefaction setup that directly produces rocket fuel.

I chose to do beacons on miners (at the expense of the left-over strip of ore) because of UPS. In this save, it only takes ~4 active mining drills to saturate a blue belt and my understanding is that the game engine puts inactive mining drills to sleep. Furthermore, I tend to underdraw from ore patches - in other words, if a beaconed setup on an ore patch is capable of outputting, say, 4 constant blue belts worth of iron ore, I would only draw one blue belt worth of output from the patch.

The downside of this approach is that initial setup of the factory takes longer. The upside is that once you set up an outpost, it lasts for an extremely long time. In this save, I depleted ~1-2 of ~20+ outposts.

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