The Romanesque 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
- Modular Systems, Factory Streets, show how all works together
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Clever and beautiful constructions, bigger than two chunks
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sbroadbent
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The Romanesque Factory

Post by sbroadbent »

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This factory is what I've been working on. I've put currently over 110 hours into it, though most of that time has probably been spent idling as well as fighting biters to expand the territory. I had a pretty nice starting area, pretty well surrounded on all sides by water, making for a very defensible position. I had early incursions by biters living across the water in what I'm calling South Base. My pollution floated across the water triggering aggressive actions by the biters who had to travel around the body of water, only to get shot down my my laser turrets.

Resources on this map were plentiful, so there was very little actual need to push out from the home territory, though most initial resources in the region have been exhausted so rail transportation has started to become necessary to continue production. Biter base settings were either Big or Very Big.

The main purpose of this factory was to figure out rail and how the signals work to get multiple trains working and sharing the same rail network. Beyond that, I didn't have any particular plans to research rocket defense, or achieve 'victory'.

My territory is protected by hundreds of miles of walls and 2.9K worth of laser turrets with a base energy drain of 17MW. My territory is connected by a rail network where using my personal train, I can travel the length of the empire. Otherwise, the rail network has otherwise been laid down in preparation for the establishment of mining colonies when nearby veins of ore run dry. In order to allow trains to operate while my train remains unattended numerous parking areas have been implemented so as not to interrupt automated rail transport.

The train network currently has five trains running. Two trains hauling a single wagon in what I call the Oil Loop, consisting of several stops where I've been running Pumpjacks and working out the logistics of transporting barrels of crude and returning the empty barrels back to be refilled.

A third train operates on a separate line that runs between two oil wells though the resources spent in setting this up was far more than the amount of crude I've gained from them. They very quickly went to 0.1 crude/s. Regardless, they've been operating a while, so

The last two trains haul two wagons each and they run along the West Line hauling copper and Iron. When long distance mining is required, I plan to run several 4-wagon trains along the East Line and West Line to bring in a massive amount of resources in to Home Base. So far these routes are not required.

The Factory boasts 1.5K worth of solar panels and 945 Accumulators (3Gj of capacity) and production of solar panels and accumulators are ongoing. There are currently 3 solar fields. The first is west of the main base, the second is a smaller one north of the main base, and the third is to the north east that has room to expand.

Now for some highlights:

Biter Park
Biter Park is a place where new colonists can view the majestic Biters in their natural habitat... from behind the protective walls and turret positions of course. It was built as a safe refuge for all Biter kind. There are plans once planetary settlement occurs to declare Biter Park a national park and protected sanctuary so that future generations will remember what the native life was once like. The name was inspired by a popular earth movie franchise about some silly Dinosaurs which was apparently the only in-flight movies available on the ship.

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Compact Factory Design:
Based upon the Science 1-4 designs by sparr and Topas found here: ( Flask production Tier 1 and Tier 2 ). It's been modified to suit the research and automated production needs of one lone space-travelling terraformer. The 12 Fluid Storage Tanks at the top are max capacity Crude Oil. There are additionally 8 tanks of Petroleum and several Heavy and Light Oil. The factory features resource belts that primarily transfer iron, steel and copper plates as well as other essential components for limited production needs. Otherwise, most resources are transferred by Logistics Robots on Demand. All Science Packs are stored in Provider chests until required by the Science division. Due to an 'unknown operator error', some 5,000 Blue Science Packs were inappropriately produced when no more than 100 were desired to be kept in storage for use at any one time. As a result, the factory currently has no Science Pack 3 production, though none is expected to be necessary for a very long time.

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Map of Home Base and environs:
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South Base Transfer Station:
South Base was the first main outpost established outside Home Base. It was planned to serve as a transfer hub of all resources in the region to express trains to Home Base. At this time though, due to the nearby biter threat it has been decided that South Base shall have essential local Production facilities and resources to ensure the safety and security of the area, rather than hauling in such needs from Home Base.

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North Base Transfer Station:
North Base was a new development and transfer location of resources coming in from the north back to Home Base. The rail lines are still under development and the exact resources to be gathered in the region are still yet to be determined. The station will be home two four southbound loading platforms and two northbound unloading platforms for needs as yet to be determined.

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North Loop:
North Loop is a spur line established to take advantage of the oil, iron and copper veins in the area. The Loop is intended to house a number of loading stops for mining resources that come from the northern territories via future rail spur lines. This rail loop has yet to be utilized due to plentiful resources elsewhere, but was laid down in preparation for exploitation in the north.

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Solar Fields:
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Re: The Romanesque Factory

Post by Mangledpork »

This is glorious! All my work with trains pales in comparison to this!
I'm going to go right now and start massively upgrading my stations.
My hope is to build a shunting yard that I can actually make use of, but I think until we get multiplayer and we have different players specialising and needing deliveries, it's not going to be much use.

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Re: The Romanesque Factory

Post by starxplor »

It looks like you have trains going both directions on the same side of a double track? Why have the double track if you have trains going both directions on one?

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Re: The Romanesque Factory

Post by JoshLittle »

Would it be possible to connect the south base via roboports over the lake?
If your belt feels too long, your wall is just too short :mrgreen:

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Re: The Romanesque Factory

Post by darkminaz »

just build robotports around the lake, the bot will just fly in a direct line.
so yes.

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Re: The Romanesque Factory

Post by JoshLittle »

Shure, but that is not what I mean. It would be another way to be independent of an surrounding and protection needing lifeline. In this sense it would not be effecient to use roboports for a surrounding.

According to the marks of the radar stations the distance over the lake seems to be a bit too far. But that is my question. Just to have an impression of the size of the area.
If your belt feels too long, your wall is just too short :mrgreen:

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darkminaz
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Re: The Romanesque Factory

Post by darkminaz »

looks a bit to far for the orange area. might be lucky with corner to corner but i doubth it a bit.

kinda why i like not having to mutch water so i can create a giant robot network that just brings me whatever i need at any given time :)

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Re: The Romanesque Factory

Post by Xterminator »

This is the definition of epic in my opinion. Not only are the trains totally awesome, and the factory facilities are great, but the narration you did a long with it all just completed it! :D major props to you mate.
I have wanted to build something as complex and huge as this for a long time, but can never seem to get there... This has inspired me again though, and I shall try anew!
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Re: The Romanesque Factory

Post by sbroadbent »

Mangledpork wrote:This is glorious! All my work with trains pales in comparison to this!
I'm going to go right now and start massively upgrading my stations.
My hope is to build a shunting yard that I can actually make use of, but I think until we get multiplayer and we have different players specialising and needing deliveries, it's not going to be much use.
It's been a lot of fun experimenting with different configurations of rail lines, trains train stops and the signals. I've also had to upgrade my ore sorting and storage system at home base to handle the increased loads coming in via train. At one point my system was so backed up that the two ore trains were running around not loading or unloading anything because the system couldn't handle it anymore.
starxplor wrote:It looks like you have trains going both directions on the same side of a double track? Why have the double track if you have trains going both directions on one?
I currently have 3 trains that are double-headed. One is on a closed single track oil line. A second which is also on a closed single track line currently inactive is at South Base, while the third, with three cargo wagons is my own personal train. The two locomotives are required whenever I expand into an area so that I can drive in both directions as needed without having to build loops to turn the train around. I believe that one is the one you saw.
Xterminator wrote:This is the definition of epic in my opinion. Not only are the trains totally awesome, and the factory facilities are great, but the narration you did a long with it all just completed it! :D major props to you mate.
I have wanted to build something as complex and huge as this for a long time, but can never seem to get there... This has inspired me again though, and I shall try anew!
On the narration I've spent a bit of time doing creative narration/storytelling with games from the Total War series, so it was fun trying to weave a story in there somehow. Although it's been some time since I updated it (a bit of Skyrim as well as Factorio took over my gaming hours), my most recent work can be found here: "Epistolas de in Ante" - A Rome/Junia campaign. It is a lot of work to put together.

For those who want to know whether the logistics network can reach over the body of water. The Construction areas will overlap, but unfortunately the logistics networks don't connect. Now as to the theoretical question if the logistics network did connect, would I haul resources via logistics network if the logistics network did connect... nope, trains are cool :)

If I was able to, I'd use the logistics network as an easy way to bring over turrets, walls and other essential resources for my fight against the biters rather than having to travel back to home base to replenish my supplies. It was probably one of the first things I checked when I established my territory down there.

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Alternative Location for Logistics Network connection:

An alternative would be these series of islands crossing between the two land areas. The challenge might be with the Big Power Poles to reach. With that said, such a crossing is to the west of the main base, and I'd need a series of them, but it would beat having to setup a logistics network all the way around the lake. For the time being though, such is unimportant, because trains are awesome ;)

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Re: The Romanesque Factory

Post by JoshLittle »

I also was thinking about these islands, but I know that the span of the big poles is around half of the logistic connection (there has to be a pole between max spanned roboports) and so the island seemed also to be too far away from each other.
If your belt feels too long, your wall is just too short :mrgreen:

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Re: The Romanesque Factory

Post by sbroadbent »

Here's a pieced together look at the factory. Click the picture for a larger (1776x2446) version.

For those wondering where the Blue Science is, as had been briefly mentioned in the first post, a smart inserter configuration error led to a near full chest of Blue Science Packs. I had close to 5000 and have been doing a ton of research and still have another 1500 or so to eat through. If I need more Blue Science, it's fairly easy to setup a few factories and Requester chests, likely next to Red Science.

More StorageTanks have been added for the Crude and they are already maxed out. I have a full chest off to the top left full of full oil barrels just waiting for more capacity. Petroleum and Light Oil is near maxed out and Heavy Oil is likewise at capacity. In order to try to use some of my Petroleum, I started to convert some of it to Solid Fuel, but it's output provider chest has hit capacity.

I redesigned all the stuff on the right side. It was interesting grouping everything that required similar raw resources or was part of a production chain together and trying to find space for it all while keeping a streamlined design with the space available. I can probably add another 4 Advanced Circuit Assemblers and another 2-3 Assemblers for Processing Units.

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Re: The Romanesque Factory

Post by PharAway »

This is awesome! I've wanted to do the same thing and was thinking of doing this on my next playthrough. Wow!
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Re: The Romanesque Factory

Post by transportman »

I agree, it looks awesome.

I just have one question about your stations, they seem to be located in a lot of cases on the mainline itself instead of a siding, and sometimes you have two stops behind each other on the same track. Doesn't that give problems or anything?

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Re: The Romanesque Factory

Post by sbroadbent »

transportman wrote:I agree, it looks awesome.

I just have one question about your stations, they seem to be located in a lot of cases on the mainline itself instead of a siding, and sometimes you have two stops behind each other on the same track. Doesn't that give problems or anything?
With a judicious use of rail signals it's not much of an issue. Some of the stops are setup for the automated system, whereas other stops are setup for me to park my personal train if I need to stop anywhere in particular. At the moment, only a small percentage of the rail network is in actual automated operation. The North Loop has no trains running it currently. There are no trains running the East Line. Nothing on the new North Line and only two trains currently making stops along the West Line (West Line 1 and 2). Plentiful resources closer to home and those on the more established West Line haven't required me to operate additional trains until now, though the one Copper stop (West Line 1) is close to being depleted.

Most stops on the main lines don't need to be on a siding, since any train programmed to run along a line (for instance the East Line between Home Base and South Base), will be stopping at each stop, and I typically have trains stop for 5-10 seconds at a stop. There are a number of stops that were setup primarily as stopping points for me to return to in my fight against the Biters. North Loop and a couple on the East Line and southern ones on the West line in particular.

I did setup North Base with 4 Loading Platforms (2 per track, though that was mainly for future proofing. If I setup operations up there there may only be two trains and they'll use separate platforms, since I don't know what sort of demands will be there. Fighting Biters and expanding my rail network have been more interesting lately than sorting out the logistics and getting more stations operational :)

With that said, my territory has expanded, notably in the North-West and far south:

I haven't gotten around to renaming a number of the stops.

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