All in one 5/6/12 science for assembling machine 3
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Circuit-free solutions of basic factory-design to achieve optimal item-throughput
All in one 5/6/12 science for assembling machine 3
So here is my compact design for all 4 science:
https://imgur.com/QjDryL4
txt for blueprint string:
https://www.dropbox.com/s/1l266cwowef0m ... e.txt?dl=0
Old one for v.0.11:
http://imgur.com/YH9CTwT
blueprint string v.0.11:
https://www.dropbox.com/s/quiixynea1qg7 ... 3.txt?dl=0
https://imgur.com/QjDryL4
txt for blueprint string:
https://www.dropbox.com/s/1l266cwowef0m ... e.txt?dl=0
Old one for v.0.11:
http://imgur.com/YH9CTwT
blueprint string v.0.11:
https://www.dropbox.com/s/quiixynea1qg7 ... 3.txt?dl=0
Last edited by Sekkmer on Tue Jan 19, 2016 1:56 am, edited 7 times in total.
Re: All in one 5/6/12 science for assembling macine 3
Very elegant design indeed. The only thing I don't like about it is the use of interleaved underground belts, which I consider like some kind of cheating. However, I feel that all the top part between the blue science packs and the oil sector could be shifted one tile right with minor arrangements to solve that (may be a lot darder than it seems though).
Koub - Please consider English is not my native language.
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Re: All in one 5/6/12 science for assembling macine 3
There is a stray underground pipe in your iron line not connected to anything above ground. Right under the left green circuit assembler under the refineries.
Re: All in one 5/6/12 science for assembling macine 3
Thanks, repaired, it was the oil line and I forgot to reconncet at the last modification.
Re: All in one 5/6/12 science for assembling macine 3
looks really nice
Good job
Good job
Re: All in one 5/6/12 science for assembling macine 3
Really sweet setup, exept red and green don't seem to have been taken into consideration of beeing expandable. Mabye stretch them out west instead of vertical? Just suggesting. It's far better than i could ever come up with. So awesome work.
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Re: All in one 5/6/12 science for assembling macine 3
You don't expand red or green, you just duplicate the whole setup to double research speedLeveller wrote:Really sweet setup, exept red and green don't seem to have been taken into consideration of beeing expandable. Mabye stretch them out west instead of vertical? Just suggesting. It's far better than i could ever come up with. So awesome work.
Koub - Please consider English is not my native language.
Re: All in one 5/6/12 science for assembling macine 3
Koub wrote:You don't expand red or green, you just duplicate the whole setup to double research speedLeveller wrote:Really sweet setup, exept red and green don't seem to have been taken into consideration of beeing expandable. Mabye stretch them out west instead of vertical? Just suggesting. It's far better than i could ever come up with. So awesome work.
Re: All in one 5/6/12 science for assembling macine 3
How the Iron and Copper plates falls to the conveyor going to battery production machines?
Transport belt coming out of the ground and is not connected to the resources.
I misunderstood something?
It would be nice to provide screenshots consecutive construction of the plant since the beginning of the game.
1. Red science packs with gray assembling machines, yellow transport belts and yellow inserters only.
2. Red and Green science packs with blue assembling machines, red transporter belts and red, blue inserters.
3. The final (working) version.
One more question.
It is necessary to have such a big refinery?
Crude Oil enough?
Is there enough production of sulfur and sulfuric acid, to load the battery production at full capacity? According to my calculations, it is not enough, but it is necessary check.
Transport belt coming out of the ground and is not connected to the resources.
I misunderstood something?
It would be nice to provide screenshots consecutive construction of the plant since the beginning of the game.
1. Red science packs with gray assembling machines, yellow transport belts and yellow inserters only.
2. Red and Green science packs with blue assembling machines, red transporter belts and red, blue inserters.
3. The final (working) version.
One more question.
It is necessary to have such a big refinery?
Crude Oil enough?
Is there enough production of sulfur and sulfuric acid, to load the battery production at full capacity? According to my calculations, it is not enough, but it is necessary check.
Re: All in one 5/6/12 science for assembling macine 3
I think you talk about this one:Udav wrote:How the Iron and Copper plates falls to the conveyor going to battery production machines?
Transport belt coming out of the ground and is not connected to the resources.
I misunderstood something?
Actually, good question. Unless you use the Belts+ mod, there is no way to get copper and iron onto that belt.
Re: All in one 5/6/12 science for assembling macine 3
Yes!
I was able to do it, but it turned ugly.
I did not post the screenshot - I did not understand how to do.
Iron subs -> right on 1.
Copper -> underground.
Coal -> underground.
Now copper/ore belt on another side of main bus.
I was able to do it, but it turned ugly.
I did not post the screenshot - I did not understand how to do.
Iron subs -> right on 1.
Copper -> underground.
Coal -> underground.
Now copper/ore belt on another side of main bus.
Re: All in one 5/6/12 science for assembling macine 3
Wow, I don't know how I didn't see that, but you can underground the copper transport belt directly after the splitter and do the same for coal, which allows you to connect the underground beit for iron/copper, because there are only four tiles left to bridge.Udav wrote:Yes!
I was able to do it, but it turned ugly.
I did not post the screenshot - I did not understand how to do.
Iron subs -> right on 1.
Copper -> underground.
Coal -> underground.
Now copper/ore belt on another side of main bus.
However, I pretty liked that setup and you'd need to split iron and copper off the main belt and combine them onto one belt, which would add a few bottom rows to this otherwise fine rectangled setup.
Re: All in one 5/6/12 science for assembling macine 3
So, I fixed it as well, my fix is similar to OlliPe design.
For lower tear you can cut the red or green part it will work fine with yellow inserters at the science assemblers (where 0.8 item/s is enought).
For oil you need 1.25 battery/s → 2.5 sulfuric acid/s → 2.5 sulfur/s → 3.75 petroleum/s and you also need 1.25 advanced circuit/s → 2.5 plastic/s → 3.75 petroleum/s so you need 7,5 petroleum/s, 1 refinery make 1.8 petroleum/s (with advanced) so you need 4.16° that is 5 and the ratio is 5/7/1.
You need 8.3° crude/s.
For lower tear you can cut the red or green part it will work fine with yellow inserters at the science assemblers (where 0.8 item/s is enought).
For oil you need 1.25 battery/s → 2.5 sulfuric acid/s → 2.5 sulfur/s → 3.75 petroleum/s and you also need 1.25 advanced circuit/s → 2.5 plastic/s → 3.75 petroleum/s so you need 7,5 petroleum/s, 1 refinery make 1.8 petroleum/s (with advanced) so you need 4.16° that is 5 and the ratio is 5/7/1.
You need 8.3° crude/s.
Re: All in one 5/6/12 science for assembling macine 3
Gold job Herr. The only thing I was wondering, is the ratio for the heavy oil cracking. I can't look it up, but I think it is 4 Rafineries in 1 cracking plant
Would be nice to clarify this one
Would be nice to clarify this one
Tired of not being able to reduce the pollution? Try the Air-Filter-Mod
With this, you are able to use the pollution levels in your circuit network: Pollution detector
With this, you are able to use the pollution levels in your circuit network: Pollution detector
Re: All in one 5/6/12 science for assembling macine 3
Is that much Oil and steel necessary or did you go overkill just for looks?
Re: All in one 5/6/12 science for assembling macine 3
*ahem*Urbs wrote:Is that much Oil and steel necessary or did you go overkill just for looks?
Yes, you need that much oil. You also need that much steel. It also shows 2 fully compressed express belts of iron because 1 isn't enough. Almost everyone underestimates the amount of oil they need, and many don't include enough light cracking.Sekkmer wrote:For oil you need 1.25 battery/s → 2.5 sulfuric acid/s → 2.5 sulfur/s → 3.75 petroleum/s and you also need 1.25 advanced circuit/s → 2.5 plastic/s → 3.75 petroleum/s so you need 7,5 petroleum/s, 1 refinery make 1.8 petroleum/s (with advanced) so you need 4.16° that is 5 and the ratio is 5/7/1.
You need 8.3° crude/s.
.
Re: All in one 5/6/12 science for assembling macine 3
I added a new image for Factorio v 0.12.0:
https://imgur.com/TLGD3xZ
This should work in 0.11 as well.
I also reduced the size of the oil by remove one chemical plant here is the calculation for that:
7,5 petroleum/s is necessary but the perfect ratio (5/7/10) can make 9 p/s so you can reduce the number by one chemical plant.
7,5 / ( 5,5 / 7 + 0,5 ) = 5,83° --> 6
5,5 / 7 : refinery / chemical
0,5 : 1 chemical plant produce 0,5 p/s
https://imgur.com/TLGD3xZ
This should work in 0.11 as well.
I also reduced the size of the oil by remove one chemical plant here is the calculation for that:
7,5 petroleum/s is necessary but the perfect ratio (5/7/10) can make 9 p/s so you can reduce the number by one chemical plant.
7,5 / ( 5,5 / 7 + 0,5 ) = 5,83° --> 6
5,5 / 7 : refinery / chemical
0,5 : 1 chemical plant produce 0,5 p/s
Re: All in one 5/6/12 science for assembling machine 3
I've build this design which is quite coinsuming on resources. The full build works but the factory does not. Already during construction I found that some entities (rafineries, chemical plants and one single assembly 3) will show red and prevent placing the blueprint over th ebuikld again once onew of those have already been placed. To place the blueprint again and continue constructions those entities need to be removed again first. After the full bluprint was built I realized that the problem with those entities is that they have no item set for assembly (well at least for chemical plant and assembly 3 units). I guess that the item is well set in the string/blueprint as this woiuld explain the units get red when placing the same blueprint over them again.
Now I am unsure where the problkem comes from, blue print string, string mod or factory itself, so I start here. Maybe because th estring was created in an old version ? I imported and built the string on 0.12.29 and moved now to 0.12.32. The blueprint still looks the same, so the conversion required for 0.12.32 went fine.
Now I am unsure where the problkem comes from, blue print string, string mod or factory itself, so I start here. Maybe because th estring was created in an old version ? I imported and built the string on 0.12.29 and moved now to 0.12.32. The blueprint still looks the same, so the conversion required for 0.12.32 went fine.