FirstlyGoogle style map of base thanks to /u/MathWizz94.
0.17 Savefile can be found here
0.18 Savefile can be found here with fixes for some stuck trains
After I posted my last large megabase on reddit, a friend commented that monolithic bases were more satisfying than modular ones, so I decided to build a monolithic train base.
So this is the top level design:
- Loads of trains
- Sub-factories dedicated to single output, connected with a “drive anywhere” train network.
- 3 factories for the 3 different plates (iron, copper & steel)
- 3 factories for the circuits (green, red & blue)
- Factories for each of the science packs (except military)
- Oil refinery inc plastic, sulfur & rocket fuel.
- 10K SPM
- Reasonable UPS
StatsSo here are some stats about the base:
- 40-50 UPS on my laptop
- 82 UPS on friends 8700K (headless)
- 600 trains
- 50K+ rockets launched
- 12,000 rolling stock (locos & wagons)
- 1.5M solar panels
- 7,400 ASMs
- 8600 furnaces
- 48,000 inserters
- 475,000 rail pieces
- 9.9K SPM sustained for 50h
- 265h played on this map, some of that was unattended to test everything was working.
Rail networkI knew I would need scalable rail junctions, and a quick search around found that the only junctions with the required throughput were some of the bigger junctions in the 4-way junction megathread. Unfortunately these didn’t seem to scale well to the size of the trains I was planning to use (20 wagon lengths).
After playing around with a number of different designs I settled on this design. Initially all the junctions were going to be 8 lanes each way but I upgraded some of them to 16 lanes each way to avoid trains backing up. Most of the junctions are T junctions but I couldn't resist using one of these behemoths for the circuits. I did experiment with using CN controlled signals (as in the gif I shared) but unfortunately I had a lot of issues with them not working as expected and trains getting stuck in the middle of junctions.
The rail network is a bit over-engineered to reduce the chance that a train has to slow down and wait at a junction, but not by a massive amount.
I also had to build some interesting junctions to get the ore balanced across all the smelters.
UPSAlthough optimising UPS wasn't the primary concern for this base, I wanted it to run 10K at reasonable UPS, so I used some direct insert rail based designs that I had developed in conjunction with others on various public servers over the last year or so. I didn't have BPs for all the necessary recipes so I just built the first thing that came into my head along the same lines as the optimised ones without actually benchmarking anything. IIRC the core of the smelter was designed by /u/Phoenix27833.
I am sure that if I were to refine the builds, test variant and get more DI I could improve performance, but thats my next project.
Oil RefineryI have been testing oil builds that use basic oil processing to avoid having to crack light -> gas and they have been performing very well so I used that approach for this refinery.
Adv processing is used to produce enough light for rocket fuel, the gas is made into plastic, the heavy is made into lube and any excess is cracked to light. I had a fair amount of trouble with keeping fluids balanced and ended up adding some CN controlled filter inserters to disable production when gas pressure was low.
As this only produces about half the required plastic and none of the sulfur produces these are produced separately using basic oil processing.
LabsThe build was one that I designed in conjunction with Darklich14. The setup is fairly simple but its not immediately obvious how it works.
There is a steel chest on each side of the track aligned with each of the cargo wagons.
First of all, the chests are “primed” with the following
- 333 red science
- 667 green science
- 1000 blue science
- 1333 purple science
- 1667 yellow science
- 2000 white science
As between each train we process 333*6 ~= 2000 packs the chests never overflow. As a cargo wagon can hold 8000 packs the wagons are limited to only using 20 slots. This also helps to smooth out production at the science pack factories that mostly have a single steel chest for the output buffer.
16 row of 32 labs is sufficient to get us to 10K
In reality the rows were grouped in fours and each group was given a different primed state so they would all require red packs (or any other color) at the same time.
Note about how this base was built.This base was not built in the traditional manor. Instead it was completely built using the editor. Starting on a map with no biters, no water and no resources.
So all resources were placed manually using the editor tools and to keep in the spirit of one of everything I made one mine for each resource: copper, iron, stone, coal, water & crude oil & uranium (although they are all rich effectively never run out.
During the building of the base I used infinity chests to provide intermediates that I hadn't been built yet and as sinks to test that the factory could perform at the required throughput, I think they have all been removed, but if the prod stats look a bit weird that's probably why.
I also started with all base research complete and some MP research although I cant remember exactly how much.