Compact Belts Factories & Inserters Machine

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Oozenthor
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Compact Belts Factories & Inserters Machine

Post by Oozenthor »

Belts-Factories-Inserters.png
Belts-Factories-Inserters.png (1.94 MiB) Viewed 17789 times
This is a nice compact layout, one of the few times I actually use a buffer. The machine uses an insane amount of gears when you need some blue level belts, looks cool watching the two green gear inserters trying to unload the chest as fast as possible.
It also needs an insane amount of gears to fill up the chests for the first time but once it is going you can forget about it. It is also why I am using circuit network to exactly limit the amount items in each chest (i.e. I don't need 50 blue splitters sitting in a chest, 20 usually will do).

Hope you like.
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hi_impact
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Re: Compact Belts Factories & Inserters Machine

Post by hi_impact »

Cool stuff. I love the use of the gear buffer as a way to work around the widely varying demand of belt/inserter products. Do you limit the gear chest or do you just fill it up?

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Re: Compact Belts Factories & Inserters Machine

Post by Grimakar »

I would replace some of the provider chests by requester chests. That way you can recycle old stuff.
Nice design. Very tidy.

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Re: Compact Belts Factories & Inserters Machine

Post by aober93 »

Hmm i like the idea with the gear chest. Better than building a row of machines hoping they can keep up but wont.

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Oozenthor
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Re: Compact Belts Factories & Inserters Machine

Post by Oozenthor »

I usually limit it to about 3000 gears in the chest, it's enough to make a few hundred blue belts and a couple of splitters and undergrounds. The gear factory is still pumping out the gears so it is just a slowdown when it runs low anyway. I was tempted to throw some speed modules in the gear factory but it just seems to cope as it is.
What I really like about this is that I can lay out and use the lower tier stuff for the early game and just add the higher tier factories as they become available and know that it is all going to fit and work.
The requester chest idea is good, it would be a good way to get rid of unsightly yellow tier gear in the late game.

jagged
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Re: Compact Belts Factories & Inserters Machine

Post by jagged »

Great design and concept!
Is there an updated string/design for 0.15?

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impetus maximus
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Re: Compact Belts Factories & Inserters Machine

Post by impetus maximus »

jagged wrote:Great design and concept!
Is there an updated string/design for 0.15?
0.15 blueprint string
courtesy of factorio layouts.

also, welcome to the forums jagged! :)

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Re: Compact Belts Factories & Inserters Machine

Post by jagged »

neat converter, double thanks! :)

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Re: Compact Belts Factories & Inserters Machine

Post by vanatteveldt »

The gear plant would really profit from some productivity+speed (2+2 or 3+1) modules, mostly to reduce iron consumption. I would also consider using two gear plants to improve initial/peak performance.

Is one yellow lane of green circuits not a huge bottleneck, especially for the plants and inserters?

I would probably just let the red circuits also flow to the rightmost 'column', but that's mostly a matter of taste...

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Re: Compact Belts Factories & Inserters Machine

Post by DarkMatterMatt »

Can anyone confirm that the blueprint does not build correctly in 0.16?
Incorrect 0.15 blueprint string
correct blueprint string working 0.16.18
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I've made the blueprint a bit smaller (3 tiles narrower), added a roboport and changed it to use more underground belts (to increase UPS, not that you'd be using this design with a maxed base). It is horizontally tileable (that's what the wooden posts are for, they're not needed otherwise).
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impetus maximus
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Re: Compact Belts Factories & Inserters Machine

Post by impetus maximus »

DarkMatterMatt wrote:changed it to use more underground belts (to increase UPS, not that you'd be using this design with a maxed base).
with 0.16 belt optimizations is that still a thing?

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Re: Compact Belts Factories & Inserters Machine

Post by Jap2.0 »

impetus maximus wrote:
DarkMatterMatt wrote:changed it to use more underground belts (to increase UPS, not that you'd be using this design with a maxed base).
with 0.16 belt optimizations is that still a thing?
I know they're a lot closer, I don't know if there's still a difference. You don't have to render items on underground belts, which might help fps (which usually isn't the bottleneck, though).
There are 10 types of people: those who get this joke and those who don't.

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