Mega-ish Bot Bus Chain Base
Posted: Thu May 19, 2016 10:57 am
All images in this post also at http://imgur.com/a/ERS68 if you want to see the higher res versions.
This is my second game, with something like 150 hours into this game. The FPS has made it a little unplayable, so I thought I'd share what I've done as I quit.
I wanted to make something bot based, but with short bot travel distances to cut down on wasted charging times, so I decided to carry my base materials and other useful materials (steel, all circuits, coal and stone, and petrol, light, lube, water) around in a giant bus with inserters to pull materials off into provider chests where needed, with bot-chest-served assembly lines positioned near the bus. In addition, I wanted to make sure my bus was omni-directional - that is, all materials would be available everywhere and able to be inserted everywhere as well.
I was originally inspired by the belt chain idea - which disperses all items on the belts evenly:
This was a pretty fun build. It's efficient in its own weird way - I mean, it's dog slow because apparently having 80 bajillion items moving around on huge numbers of belts is a bad thing, but this base, when cranking out satellites and rockets and all the various circuits and steel and other stuff was usually only using something like 1000 of my 3000 logistics bots at any point in time. It was actually really cool to watch them, as aside from the few bots delivering finished goods to the storage chest stash, almost all of the bots were moving either perfectly horizontally or vertically for short distances, just from the nearest chest in the bus to assembly line requester chest, and there was always, always an available robo for charging directly under their flightpath, so there was very little wasted bot travel time.
Mods that I used (that mattered): RSO, RSO radar, fluid barrel (for barreling water), blueprint flipper (no way was I going to make left and right versions of those giant bus sections!), FARL of course, TheFatController, upgrade-planner, YARM. After I had mined out a dozen or so mining outposts and drawn down a bunch of oil to .1/sec, I gave in and console-hacked in a bunch of patches of huge amounts of ore and oil. I still have to train them in from far away, but I got tired of having to keep building new outposts (and redirecting my trains and supply trains, etc.).
This is my second game, with something like 150 hours into this game. The FPS has made it a little unplayable, so I thought I'd share what I've done as I quit.
I wanted to make something bot based, but with short bot travel distances to cut down on wasted charging times, so I decided to carry my base materials and other useful materials (steel, all circuits, coal and stone, and petrol, light, lube, water) around in a giant bus with inserters to pull materials off into provider chests where needed, with bot-chest-served assembly lines positioned near the bus. In addition, I wanted to make sure my bus was omni-directional - that is, all materials would be available everywhere and able to be inserted everywhere as well.
I was originally inspired by the belt chain idea - which disperses all items on the belts evenly:
Belt Chain
and decided to make a giant chain, except with a bus instead of a belt, the idea being that I'd carry a whole bunch of items on belts around in big circles (chain links), with belt contents being distributed by big bus splitters to all chain links, with little production chains inside the chain links:Giant Bus Chain
Here's the map. The first base I made is just to the left of the big solar array, and I actually finished the game with it (I sent 3 rockets with it before deciding to build the big bot-bus-chain-base, which should be obviously recognizable in the center of the map.
Map
Note that there's a lot of cruft left over - I made my first base in this game before deciding to do anything fancy:
First base
and used that to bootstrap up a second base (which is basically gone now), and used the second base to bootstrap up the Bot Bus Chain Base:
Bot Bus Chain map and screenshot
Here's what the bus itself looks like. From "outside" to "inside" the chain: 1 belt unused (was going to be plastic or anything else but ended up not needing it), 1 belt blue, 2 belts red, 2 belts green, 2 belts steel, 4 belts copper, 4 belts iron, then interleaving robos and coal/stone, then pipes carrying petrol, light, lube, and water, which travel mostly underground but come up regularly for quadruple pump pump stations to keep them flowing throughout the base. You can see in this image that I've also got speed modules being made in the lower right and all the belts in the upper right. Depending on what is needed for the various assembly lines, I've plasted inserter->chest pairs alongside the belts, so the speed modules for example need all of the various circuits whereas the belts do not, so there are chests for the circuits across from the speed modules. What's pretty cool is that then all the bots only need to travel a very short distance to drop off materials, and with robos lining the bus close to the assembly lines, there is plenty of available charging:
Bus and some assembly lines
A view of a corner of one chain link, plus showing how materials from train unloading stations are added to the bus. This shows iron, copper, stone, coal, and the 4 liquids being added from the left. Also note the steel furnaces (which are being fed by bots from the bus, but belt-feed the finished steel plates onto the bus). Also a few random things being made here (repair packs, pipes, shells):
Corner and material inserting
Another section with logistics and construction bot production, and splitters and lights and poles:
Corner with bot production
Another section with green and red circuit production, and underground belts and other random bits:
Red and Green circuits
Destroyer/distractor capsules, blue and green circuits:
Capsules and blue circuits
The actual rocket launching chain link. It was originally designed not for 1 rocket per minute, but for one rocket part per second (so 1 rocket and 1 satellite per 100 seconds), but I'll be honest... I got tired of the 20 FPS and it was getting tedious adding more and more train outposts, so I stopped at this level (which is why I'm posting, before I restart!), which I believe has around 50-60% of the required production for the rocket control units, rocket fuel, and low density structures. There are also some low density structures coming in from the chain link under this one by belt, and I was eventually going to fill that chain and the next one over with more assembly lines for rocket part components. It definitely would have worked to just tack on a bunch more production chains for the rocket part components, and the nice thing with this wacky design is if I run low on anything (blue circuits for example, I can just plop down a blue-circuit chunk and insert it right into the bus).
Rocket silo and satellite assembler
Here's a closeup of the connector between chain links. This is analogous to the splitter in the belt chain. This balances all belt items (and is open to liquids to pass back and forth). Normally this method (peeling off 2 belts of 4 and trading it with 2 belts from 4 other belts would be throughput limiting if one side was unused, but here since all the chains are circular, any unused item will eventually come back around or be distributed elsewhere:
Bus Splitter
Here's a section where I'm making solar panels and accumulators for belt->inserter loading onto a train which goes to my solar array, and then an image of the train station at the end of the solar array where I unload all the panels, accumulators, robos, substations, etc., etc., and then a zoomed out view of the whole solar array:
Solar stuff
Smelters. Trains drop off ore on the left. Trains pick up finished plates on the right and drop them off to the base. I have 3 stations for iron and 2 for copper (I need another but I think I'm done with this base now):
Smelting stations
And finally here's one of 3 oil processing plants with the train stations feeding it oil and water (using the fluid barrel mod so I can put water in barrels):
Oil Processing
This was a pretty fun build. It's efficient in its own weird way - I mean, it's dog slow because apparently having 80 bajillion items moving around on huge numbers of belts is a bad thing, but this base, when cranking out satellites and rockets and all the various circuits and steel and other stuff was usually only using something like 1000 of my 3000 logistics bots at any point in time. It was actually really cool to watch them, as aside from the few bots delivering finished goods to the storage chest stash, almost all of the bots were moving either perfectly horizontally or vertically for short distances, just from the nearest chest in the bus to assembly line requester chest, and there was always, always an available robo for charging directly under their flightpath, so there was very little wasted bot travel time.
Mods that I used (that mattered): RSO, RSO radar, fluid barrel (for barreling water), blueprint flipper (no way was I going to make left and right versions of those giant bus sections!), FARL of course, TheFatController, upgrade-planner, YARM. After I had mined out a dozen or so mining outposts and drawn down a bunch of oil to .1/sec, I gave in and console-hacked in a bunch of patches of huge amounts of ore and oil. I still have to train them in from far away, but I got tired of having to keep building new outposts (and redirecting my trains and supply trains, etc.).