Progress on my new Factory (formerly: help me fix it)
Posted: Wed May 11, 2016 7:45 am
So this is my "third" base (my third game, first with violent biters, but I've shredded and rebuilt my base and each component of it so many times its hard to call it only my third base)
silverchat.com slash ~silver slash factorio slash silver_base_three.zip
I thought I was doing okay, but it has some problems:
1) I just replaced all the belts with blue and in so doing I discovered that my smelters aren't smelting nearly as fast as I thought they would. None are starving for ore, I just thought they were big enough but they aren't? To see this, run a little SW of where the save is started and grab all blue belt out of the chest - the base should try to build a bunch more and after a minute, the iron lines will be very, very ragged.
2) I don't think my train signalling is right? Checking one T intersection will be just like checking all the others - they're all clones of each other. I don't get deadlocks ever, but I get weird stopping behavior - like trains stopping to let one go straight past it. My "working knowledge" on how to set up train signals is this: go to your intersection. On every *output* lane, put a regular signal. Right before every cross-over, put a chain signal. Right before every choice between two lanes, put a chain signal. ... and that's as far as I got. It seems to be foolproof but slower than optimal?
Anyway, I'm almost done with this particular save series.. but I wanted to learn all I can from this base first. Right now, the last thing on my "todo list" is beat back enough biters to find an oil patch worth mining from, and then I can try to find a good oil station setup (in Vanilla, so no tanker cars), but then I also have the aforementioned problems before I can move on to my "fourth" base (I guess I'll try in RSO next time)
While I'm posting this looking for help, I'm also kinda proud of parts of this base: I simply cannot make enough demand to drain, or even stress out, my green circuit lines - though, of course, I didn't design the basic 3:2 wire/circuit part of that; and I like my "master control" for how much stuff I let the factory produce (you start out next to it in the save - the constant combinators are dial-a-value and the base will make that much of whatever available in passive-providers + storage - it's hard to call it a combinator build, though, since all I do is subtract the 'demand' from the 'storage' and my smart inserters operate on "if negative" - nothing too bright or complicated). I'm also kinda sad with parts of my base (if I dial up more than a couple module-3s at a time, my red circuit lines drain entirely).
Base credits: -root inspired my train system and basic bus layout. anything clever in belts was designed by Mad Zuri. the mining-station loaders were designed by Mad Zuri. the solar panel stamps were designed by Mad Zuri (I just moved the middle accumulators so it looks like eyes). All the dumb stuff is my own attempts to ape better things I saw in videos.
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edit:
problem 3) it still kinda looks like spaghetti in there, despite trying to do a "clean" production bus setup. Set aside science and the "little things" factory between iron and science (stuff which I would move the smart-factory portion if not for that annoying lake in the way), I'm still unhappy with some of the belting. Especially when I added the blue-belt sections to upgrade all my belts
On the other hand, one thing I'm happy with is: if you hold your hand over science and say "la la la, I'm not seeing you" you won't find any: mixed belts, inserting onto or taking off of underground-belt transitions, long-handed inserters. And I only use the "smart factory" for things I need scores of instead of thousands of (which is how I get by on only 700 logibos - I never even use all 700).
---
(I posted here instead of gameplay help because the topic seemed to broad for that group, and there were a couple things I don't mind "showing off" about my base)
silverchat.com slash ~silver slash factorio slash silver_base_three.zip
I thought I was doing okay, but it has some problems:
1) I just replaced all the belts with blue and in so doing I discovered that my smelters aren't smelting nearly as fast as I thought they would. None are starving for ore, I just thought they were big enough but they aren't? To see this, run a little SW of where the save is started and grab all blue belt out of the chest - the base should try to build a bunch more and after a minute, the iron lines will be very, very ragged.
2) I don't think my train signalling is right? Checking one T intersection will be just like checking all the others - they're all clones of each other. I don't get deadlocks ever, but I get weird stopping behavior - like trains stopping to let one go straight past it. My "working knowledge" on how to set up train signals is this: go to your intersection. On every *output* lane, put a regular signal. Right before every cross-over, put a chain signal. Right before every choice between two lanes, put a chain signal. ... and that's as far as I got. It seems to be foolproof but slower than optimal?
Anyway, I'm almost done with this particular save series.. but I wanted to learn all I can from this base first. Right now, the last thing on my "todo list" is beat back enough biters to find an oil patch worth mining from, and then I can try to find a good oil station setup (in Vanilla, so no tanker cars), but then I also have the aforementioned problems before I can move on to my "fourth" base (I guess I'll try in RSO next time)
While I'm posting this looking for help, I'm also kinda proud of parts of this base: I simply cannot make enough demand to drain, or even stress out, my green circuit lines - though, of course, I didn't design the basic 3:2 wire/circuit part of that; and I like my "master control" for how much stuff I let the factory produce (you start out next to it in the save - the constant combinators are dial-a-value and the base will make that much of whatever available in passive-providers + storage - it's hard to call it a combinator build, though, since all I do is subtract the 'demand' from the 'storage' and my smart inserters operate on "if negative" - nothing too bright or complicated). I'm also kinda sad with parts of my base (if I dial up more than a couple module-3s at a time, my red circuit lines drain entirely).
Base credits: -root inspired my train system and basic bus layout. anything clever in belts was designed by Mad Zuri. the mining-station loaders were designed by Mad Zuri. the solar panel stamps were designed by Mad Zuri (I just moved the middle accumulators so it looks like eyes). All the dumb stuff is my own attempts to ape better things I saw in videos.
---
edit:
problem 3) it still kinda looks like spaghetti in there, despite trying to do a "clean" production bus setup. Set aside science and the "little things" factory between iron and science (stuff which I would move the smart-factory portion if not for that annoying lake in the way), I'm still unhappy with some of the belting. Especially when I added the blue-belt sections to upgrade all my belts
On the other hand, one thing I'm happy with is: if you hold your hand over science and say "la la la, I'm not seeing you" you won't find any: mixed belts, inserting onto or taking off of underground-belt transitions, long-handed inserters. And I only use the "smart factory" for things I need scores of instead of thousands of (which is how I get by on only 700 logibos - I never even use all 700).
---
(I posted here instead of gameplay help because the topic seemed to broad for that group, and there were a couple things I don't mind "showing off" about my base)