Compact Mall "Build everything" 0.17 all stage (Belt)

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Tekillaa
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Compact Mall "Build everything" 0.17 all stage (Belt)

Post by Tekillaa » Mon Mar 04, 2019 9:04 pm

Hi Factorio lovers and Pasta box Fan

thanks to some old blue print from streamers/youtubers (Kos and Nilaus), I have made a Compact Mall, let me know what you think about it:)

I made some choice like:
1) i want it with red belt first for mid game (so raw mats from a bus system, uranium exception, i dont want to use logistic for material, only for me and the war with bitters:D) and because belt are all in the game (read edit, now all stage)
2) compact, because lazy as i am, i dont want to cross USA to make my shoppin
3) i let some place "behind" to make artillery, laser turrets, personnal equipments, but it goes late game so its another version (blue belted, blue circuit battery, plastic and explosive belt incoming etc)
4) its no design for a starter base but the step just after (total yellow version is "useless" better to make starter base first, read yellow description/edit for more details)
5) im not only fan of Pasta box, i also love pizza (dont need to read edit for that)
6) the order for the chest factory is relevant


Edit : 1) Missing 1 long arm for rafinery, buffer chest for belt recycling, chest for green wire, il make update soon
-> I put a first version without recycle feature, i mean without logistic, to be able to use the blueprint without surprise with stack available in chests and i also put logistic desactivation on arms for nuke cause it eats mats, we dont need it when we first build the mall (i guess you get the first logistic research when you try to use uranium so i let you manually control the craft first , or something like 1k red circuit will stuck in a factory), i gonna put a version post logistic research with buffer chest to get the recycle and "clean up your mess" feature (i also win 3 slot for belt section)
2) Another more compact, more beacon (for future), more good lookin version incomin soon, dont build actually it to fast
-> done: i let beacon without module to let you an idea for the next step
3) another space line earn on chest line production, more compact! (this time i think i dont go more compact, all factory got the 2 row space max each time)
4) workin on the inserter section to make it more intuitive/game development, also be able to do yellow belt version (for all of it, totally makable actually, most of long undergrounds are just for visual lookin), idont forget the logistic version, i just trying to make it easier from the start to keep it clear
-> done : better inserter section, more clean, and it allow to make it yellow, most of the time a chest with a long arm solv the pb time to get red belt
5) Logistic and additionnal part added, workin on blue belt version then ill make a version yellow belt version for basical needs (that will allow so to do the fully red belt version) for my early game that i'll share too i guess, and also the logic beetween each version to be fully evolutive, dont hesitate to change settings, to share way to make it better lookin, comprehensive or something else, i'm aware with impressions and your opinion
6) forget gears for factory rank 1 for logistic version, just need to change the underground postion
-> done, workin on blue belt version and some optimisation for workin "harder better faster stronger", some useless inserter and better distribution.
7) Since i build a huge base, i can put my mall in high request for lot of things, so i found ways to optimize it, see again more easy and better distribution, but for me the factory positionning is good and i'll keep it, i will share you soon the blue version, followed by the adaptation of others ones because most upgrades i found are already possible, and still allow a yellow version (just cheking all chest and settings for no bad surprise, and i share )
-> I change the name of the thread since i post all stage version, so, the last stage version is the reason why i made it compact, it's almost like a clockwork to me, and i like it: lookin all those little arms with belts acting like marble run, it give like a satisfaction after so many hours spent in it :). i made it to be a monster of production , even if its small, i spend time trying to find the good solution to feed the the blue underground aka "the gear wheels eater" with his little sister the belts.. This Mall dont make coffee yet, but i'll figure it out!
If you find a mistake/something going wrong (probably module choice, im still a noob/recent player), let me know, but normally i checked several times.
8) In a new game i was surprize by something probably disapear, put a steel chest instead of a ghost logistic chest with red slot dont keep red slot, i got some dadaptation to make on the "no logistic version" replace all chest or just replace by "first logisticresearch version" lazy as i am.
9) More than 2k view, amazing, i'm about to remake completely the post to make it cleaner, with in addition my module factory and my end game bot assembly, clean some little mistakes and let a true "user manual" if you want to change something (what input side matter, how to upgrade from a version to an another fast, etc). Some feedback are appreciated to know what is truely important to do from your point of view.
-> First addition of the module section, the big cleaning of the post come soon

A) End Game Stage
The version I try to reach after some steps, the "harder better faster stronger" version, better to show you what i got in my mind with compact starting by this. If you want to use properly this version, use a lot of belts etc, i let you know it requires is own "iron bus", i make a direct 5 blue line input for my mall when i try to build my own "compact mega base" to be effective (i'll make a thread on it maybe), i use a lot of undergrounds and even blue blets requires a lot of gears, thats why i use beacons and modules for it.

Image



B) Yellow version
let's show the compact and yellow version, short undergrounds make things harder but its possible to have "the compact mall" step by step, i tried to put the power pole the better i could do. i dont build everything directly, its just for letting know where thing gonna be, the furnace factory is set up for steel furnaces, as soon you go electric, just change the recipe, the circuit are already here. to be honnest, i dont build it like taht at all, because when i got yellow belts, i use a starter base where my minimart is a "part of green science", time to unlock red belt who allows a bigger base/midgame, who requires for my gameplay the mall that I first begin to share, the red one. But hey, who knows, maybe somebody will have use of this. Most of chest have a preset to one slot available

Image



C) Red Version, No logistic/chest space limitation
(edit 8 : like i said, put a steel chest on the ghost red chest dont keep red slot anymore, i was use to do that but things change!)
This one is the BP i use just after my starter base, thats that thing who allows me to have a good development, i didnt put inserter for nuke fro the "mats eater" reason. basic, a bit of spiderman touche with electric pole, but not for long

Image


D) Logistic version

So it works that way, because the mall is the only provider of specific item, i'd like them to be stored in the respective chest without makin more item than necessary, so here's the solution, i put logistic condition on the output inserter of the respective factory to control the quantity available of item and i put a logistic call with more demand than the inserter can provide so it give the "get back to the chest effect". so to resume clearly
-Output Inserter logistic condition = quantity of item
-Buffer (Green) Chest = get back/recycle effect
It's works as long you dont make more provider of mall item, or get back to all red chest classic provider chest to dont have conflict and bot making stupid loop. if you are far from the mall and you want a factory more producing, just take a bot to put a new 'no condition inserter', but carefull, no chest limit on the version. to have regular electric placement, i had to make some small changes but the idea stay the same, this way to do avoid me many wires that i dont like, i want clear and compact concept

Image


Some Adds :

1) Personnal stuff, here the thing i use for my char, my armor is maybe the only thing i go hand craft, easy most of the time. i use double laser turrets factory since i push a bit hard sometimes, you'll see after, i put no chest beetwen each tier because mostly when we got the last tier, the last tier factory wait for the first or you put directly your own stuff in it when you set up the factory.

Image


2) Lets have some fun, who say he needs ammo for artillery? I can share some, for my point of view when i go build some factory, i want to have my guns fully loaded when i get back for big artillery push :D, and also because its fun that way from my point of view of compact. Also even with a perfect logistic area covering, those logistic bots are for me like the yellow minions in "despicable me" and have some trouble to find a way to outpost sometimes, so like in the movie, i got a army of them for exploration and if one is lost, the out number effect make the things done.

Image

3)I dont put the bot factory in the mall because as soon i get module, i use them for bots, so i keep a separate line near from my mall for makin bots, here what i did by instinct for early game, i ll post my end game BP in another thread, but bot are necessary for "build everything"

Image
For the bots :

4) Module maker

Inspiration from Poober BP (Soelless gaming, great youtuber too), 525 rank3 per hour or 8,7/min, just an adaptation to my needs, preset to make stock of 25 or 50 rank 1 and 2 before makin rank 3, mostly for power armor

Image

https://pastebin.com/c2gq4QPg

MALL BP BOOK :
carefull input sides :) (it will change soon to be flexible but i need to make different stage variations etc..)-> https://pastebin.com/HUtP6L4W

For those who likes production from belt, here's what i was makin with my mall : My end Game BP (carefull, spoiler/puzzle solution in it) -> viewtopic.php?f=202&t=68139
I think the game need this feature, give feedback on the topic just here -> viewtopic.php?f=6&t=67650
The mega base i build with that mall viewtopic.php?f=204&t=69802

Special Thanks : KoS (initial concept design and tutorials) and Nilaus (tuto again, he makes the game very enjoyable like the previous ,i hope you watch some of their videos), their respective discord community (good ppl on da place!)

I hope you enjoy watch this in action, bye

PS : Try to build this "Mall" is for me part of the game, i share my way to do things to make it easier, comprehensive, but i can only recommend to build your own to fully enjoy Factorio, because this Mall is just "my" way to do things, and i hope not the only, i wanna see more style, more impressive way to do things. Ty to the staff for this awesome game
Last edited by Tekillaa on Fri May 24, 2019 7:08 pm, edited 53 times in total.

Serenity
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Re: Compact Mall "Build everything" 0.17 belted mid game

Post by Serenity » Mon Mar 04, 2019 11:17 pm

Unless I'm missing something the green circuit wire doesn't have an output box

Tip: you can use buffer chests to recycle items like the belts. That prevents the loops you get if you use provider and requester chests


Something else I do for my malls:
For each half connect all the output boxes together with red circuit wire and connect it to an an arithmetic combinator. Do Each * -1, output Each. Place a couple of constant combinators at the start and set your desired amounts for items. Use green wire to connect them to the output of the combinator. Then run the green wire to all output inserters and set them to be enabled if the item is > 0

So for example if you have 200 yellow belts and want 300. You get -200 + 300 = 100. Output is enabled. If you have 400 belts you get -400 + 300 = -100

Now you can set the amount of items comfortably in a central location and don't have to manually block boxes. Which also works nicely with the buffer chest recycling.

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Re: Compact Mall "Build everything" 0.17 belted mid game

Post by Tekillaa » Tue Mar 05, 2019 12:18 am

Ty for your answer, yes it needs an out box for green wire and a long arm for refinery(stone), and im aware for simple system to manage the belt (and underground) i need, mostly for tier transition, my next step is to centralize oh many of each item i need in each box and save some early needs , and give order like you mention (mostly for nuke plant), i will try your option and make it works, i want simple solution for simple needs most of the time :)

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Re: Compact Mall "Build everything" 0.17 belted mid game

Post by Hottemax » Wed Mar 06, 2019 11:33 am

The blueprint string does not work for me, unfortunately?!

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Re: Compact Mall "Build everything" 0.17 belted mid game

Post by Tekillaa » Wed Mar 06, 2019 11:36 am

Hi, i gonna check that, refresh de BP string if needed

-> i have refresh the content of the BP link, enjoy

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Re: Compact Mall "Build everything" 0.17 belted mid game

Post by Hottemax » Wed Mar 06, 2019 11:49 am

Tekillaa wrote:
Wed Mar 06, 2019 11:36 am
Hi, i gonna check that, refresh de BP string if needed

-> i have refresh the content of the BP link, enjoy
I'm not quite sure what you mean, it still doesn't work if I use the "Copy Blueprint string" link. There are 2 superfluous equal signs at the beginning of the string that gets copied to clipboard which cause direct import to fail; after removing them manually I was able to import the BP ...

Thanks for the blueprint!

Tekillaa
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Re: Compact Mall "Build everything" 0.17 belted mid game

Post by Tekillaa » Wed Mar 06, 2019 11:55 am

My bad, sorry, i'm kinda new here, i dont know how to use perfectly the forum, i tried to make it right , equal sign comes from here =>
viewtopic.php?f=8&t=29493, and thank you to let me know :)

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Re: Compact Mall "Build everything" 0.17 belted mid game

Post by Hottemax » Wed Mar 06, 2019 2:32 pm

No worries, and thanks again - great mall design, love the BP, works like a charm!

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Re: Compact Mall "Build everything" 0.17 all stage (Belt)

Post by Bauer » Tue Apr 16, 2019 5:54 pm

I use a sushi belt design.
Belts, inserters, pipes, engines, rails, bots, concrete, landfill, solar, modules are extra.
Sushi mall.jpg
Sushi mall.jpg (163.96 KiB) Viewed 3150 times

Tekillaa
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Re: Compact Mall "Build everything" 0.17 all stage (Belt)

Post by Tekillaa » Sun Apr 21, 2019 10:45 am

Nice sushi design! Thank you to let people different (nice and neat) choice on the thread :) that what i was meaning in my PS.

With sushi design you make me think about Kitsh, he got a good mall with chest on a road side.

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Re: Compact Mall "Build everything" 0.17 all stage (Belt)

Post by astroshak » Wed Apr 24, 2019 4:43 pm

Nice malls...

Tekillaa, one of the AM3’s in your “Personal Stuff” portion has no recipe set. Its the one to the left of the Personal Shields 2.

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Re: Compact Mall "Build everything" 0.17 all stage (Belt)

Post by Tekillaa » Fri Apr 26, 2019 3:35 am

Hi,

My idea was to process the fusion core for the power armor on that factory (in order to make different power armor with different setup), but i was lookin for a better positionning maybe (actually its good for me)
I'm gonna make a clean military/ammo section like the bot or module part and stop to make ammo in the mall with all the buildings/other stuff.

I'm about to make an update/clean of the post but I'm just taking time to make a clip about another project at the moment.

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Re: Compact Mall "Build everything" 0.17 all stage (Belt)

Post by esmea » Tue May 14, 2019 8:24 pm

I've been playing around with your mall, Tekillaa… great job on the design! I have noticed, though, that I've grown a bit comfortable with KoS's latest designs where the inputs are not strict on which sides have what materials (through use of recursive filtered splitters). I took some time and adapted one of your mall designs to this (as a proof-of-concept), but I'm curious if there might have been some reasoning for it to have been the way it was.

Also, as far as future updates to it, I wonder if you might consider including a means to accommodate this idea of ambiguous inputs.

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Re: Compact Mall "Build everything" 0.17 all stage (Belt)

Post by Tekillaa » Wed May 15, 2019 2:51 am

esmea wrote:
Tue May 14, 2019 8:24 pm
I've been playing around with your mall, Tekillaa… great job on the design! I have noticed, though, that I've grown a bit comfortable with KoS's latest designs where the inputs are not strict on which sides have what materials (through use of recursive filtered splitters). I took some time and adapted one of your mall designs to this (as a proof-of-concept), but I'm curious if there might have been some reasoning for it to have been the way it was.

Also, as far as future updates to it, I wonder if you might consider including a means to accommodate this idea of ambiguous inputs.
Thank you for your return : this is exactly the kind i was waiting for, so i'll go take a look into it to remove this necessity of taking care of the belt side input.

It's that way because that mall is my first post/creation, so i don't got all good idea and making belt trick like the old fashion way was fun to me but not only. When i was trying to handle that before the final shape of the mall, it was harder to find the space for 2 splitter (1normal for the main line and 1 filter to make the separation) each time i need to pull a mats on a side so i decided to stick to a configuration where pulling require just a splitter and a underground in or out : it requires less space for the same result instead of 2 splitter. A friend of mine have made the mistake about it (input sides) on that mall just few days ago, i'll do my best to remove that requirement for the mall setting or if its not possible(sometimes it can be more tricky than the first thought), make it easier. I'll try to make as fast as i can, you can see after i got like a game planning and one project keep focusing all my attention x)

And again, thank you for the return. It's my only way to improve what i do and share to people.
game planning

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Re: Compact Mall "Build everything" 0.17 all stage (Belt)

Post by esmea » Wed May 15, 2019 9:48 pm

Tekillaa wrote:
Wed May 15, 2019 2:51 am
... it was harder to find the space for 2 splitter (1normal for the main line and 1 filter to make the separation) each time i need to pull a mats on a side so i decided to stick to a configuration where pulling require just a splitter and a underground in or out : it requires less space for the same result instead of 2 splitter. ...
While writing my previous post, I had considered posting some example images of what I had done to get it working on my proof-of-concept - but then realized that the images weren't of 'wrong input sides', so it wouldn't have really shown that it works; also because I felt it might be presumptuous. I was also curious to see what your own take on a solution would be.

Perhaps now would be the time to capture and post images...
Ambiguous Input fixes
I hope these prove to be helpful.
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Abiguous input3.jpg
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