Hm. This design will have problems with the copper cable. Cause it need twice as much as ther other ingredients: https://forums.factorio.com/wiki/inde ... ed_circuit
Much smarter would be to built a cable production for each 2-8 assemblies directly in-line.
See also this https://forums.factorio.com/forum/vie ... 857#p37082
Red Circuit Fact. Modular. 2D Expandable.
Re: Red Circuit Fact. Modular. 2D Expandable.
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Re: Red Circuit Fact. Modular. 2D Expandable.
Thanks for info. But I think that full red/blue belt of copper wire is more than enougth for my needs. I can always add another cluster if I need more red circuits btw.
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Re: Red Circuit Fact. Modular. 2D Expandable.
Hi,
i recently played around with designing production lines that need 2 conveyor belts to be fed their needed items (so all 3 or 4 part recipes). interestingly enough, i first used it for red circuits too and am pretty happy with it, so here's a screenshot of the design. doing it this way allows for the most compact build-style possible while not using long inserters (which are slow), so you can instead use fast inserters or even smart inserters. every belt gets two dedicated inserters for it's ingredients.
Here's the screenshot: Note that you can expand this sideways as long as you want or can supply enough resources to the belts.
i recently played around with designing production lines that need 2 conveyor belts to be fed their needed items (so all 3 or 4 part recipes). interestingly enough, i first used it for red circuits too and am pretty happy with it, so here's a screenshot of the design. doing it this way allows for the most compact build-style possible while not using long inserters (which are slow), so you can instead use fast inserters or even smart inserters. every belt gets two dedicated inserters for it's ingredients.
Here's the screenshot: Note that you can expand this sideways as long as you want or can supply enough resources to the belts.
Re: Red Circuit Fact. Modular. 2D Expandable.
... you said it is expandable. It isn't in the way it is proposed.O_Prime wrote:Thanks for info. But I think that full red/blue belt of copper wire is more than enougth for my needs. I can always add another cluster if I need more red circuits btw.
Edit: Here is a fully expandable layout:
I tested this in this configuration (without modules) up to 22-23 units, before the belts cannot feed enough input for the last unit.
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Re: Red Circuit Fact. Modular. 2D Expandable.
With Advanced Circuit Assemblers, one yellow inserter can keep up until you go to an assembler 3. At which point, 1 fast inserter should suffice.eyesolated wrote:while not using long inserters (which are slow),
base speed = 8 seconds
Assembler 2 at 0.75 = 10.7 secs
Assembler 3 at 1.25 = 6.4 secs
Assembler 4...
Advanced Circuits:
Mix 4 Copper Cables with 2 Circuits and 2 Plastic and bake for...
Yellow inserter operates at 1 hertz, so it takes 8 secs to feed 8 ingredients.
Fast inserter operates at 2 hertz, so it takes 4 secs to feed 8 ingredients.
If you went with an Assemble 3 with 4 Speed Mod 3s, you'd need to use 2 fast inserters for 6 items and 1 long inserter for the other 2 items and only then is the long inserter slightly behind in feeding the assembler.
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Re: Red Circuit Fact. Modular. 2D Expandable.
these mathematical argument can only be countered by saying this: i like the looks of my design
no really, i haven't dabbled too deep into solving things mathematically, i'm only into my second playthrough in a free game and still using a trial/error approach of designing things more than anything else. first playthrough i just went overboard with going all-robots-zero-conveyors, which dragged the game out a long time (obviously) but made everything very easy to build and just fun to look at. still, interesting info on the different speeds and stuff ^^
no really, i haven't dabbled too deep into solving things mathematically, i'm only into my second playthrough in a free game and still using a trial/error approach of designing things more than anything else. first playthrough i just went overboard with going all-robots-zero-conveyors, which dragged the game out a long time (obviously) but made everything very easy to build and just fun to look at. still, interesting info on the different speeds and stuff ^^