Main Base - Schematic

Clever and beautiful constructions, bigger than two chunks
- Defense: killing biters as an art
- Castles, Throne Rooms, Decorations (comfortable living in the Factorio World)
- Main Bus Concepts
- Modular Systems, Factory Streets, show how all works together
- Megabases
Please provide us with blueprints or saves, if that makes sense of course.
Forum rules
Clever and beautiful constructions, bigger than two chunks
Post Reply
User avatar
DerivePi
Filter Inserter
Filter Inserter
Posts: 504
Joined: Thu May 29, 2014 4:51 pm
Contact:

Main Base - Schematic

Post by DerivePi » Thu Jul 24, 2014 2:06 pm

https://www.dropbox.com/s/syufyiud5vxpk ... LAYOUT.pdf

Here is a large schematic drawing showing a main base layout with plenty of room for upgrading and shifting future production away from the main base.
Each department within the base can also be extended out to balance as the user sees fit. The upper boundary is what can be delivered on each transport belt.
The items come in from the left (initially just the ores, stone and coal). The ingredients are fed into each department where goods are produced and then re-fed into the main delivery system for transferring to other departments. Only final goods are placed into the robotic logistics.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 10472
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Main Base - Schematic

Post by ssilk » Thu Jul 24, 2014 2:37 pm

Quite inspiring.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
SHiRKiT
Filter Inserter
Filter Inserter
Posts: 688
Joined: Mon Jul 14, 2014 11:52 pm
Contact:

Re: Main Base - Schematic

Post by SHiRKiT » Thu Jul 24, 2014 7:40 pm

WTF that is quite inspiring indeed, loved the design. Really impressive work.

User avatar
DerivePi
Filter Inserter
Filter Inserter
Posts: 504
Joined: Thu May 29, 2014 4:51 pm
Contact:

Re: Main Base - Schematic

Post by DerivePi » Fri Jul 25, 2014 3:24 am

I still need to work on the module department.

thanks for looking!

Factorian
Inserter
Inserter
Posts: 26
Joined: Fri Jul 25, 2014 7:12 am
Contact:

Re: Main Base - Schematic

Post by Factorian » Fri Jul 25, 2014 7:14 am

It looks like a nice neat design, however I'm having a bit of a hard time figuring out what each icon represents, do you have a key at all? Or am I just being really thick headed?

User avatar
DerivePi
Filter Inserter
Filter Inserter
Posts: 504
Joined: Thu May 29, 2014 4:51 pm
Contact:

Re: Main Base - Schematic

Post by DerivePi » Fri Jul 25, 2014 12:03 pm

Each belt corridor is labeled on the far left side and the assembly machines (with 1, 2 or 3 gear icons) and chemical plants (mortar) are labeled for what they produce. Because of the size, you have to zoom in to about 130% to read the smaller text.

Because this is a futuristic game, I've labeled Iron as FE (ferrum) and copper as CU (cuprum) :D . The inserters are labeled SMART or FAST if they aren't the plain kind. The SMART inserters are connected to a local SMART chest so that production of the item handled can be limited to 1 or 2 stacks. Underground elements are denoted with a hidden line and splitters have a swirly mirrored S in them.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 10472
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Main Base - Schematic

Post by ssilk » Fri Jul 25, 2014 3:17 pm

We need something like "official abreviations" of the items and entities. :)
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
y.petremann
Filter Inserter
Filter Inserter
Posts: 393
Joined: Mon Mar 17, 2014 4:24 pm
Contact:

Re: Main Base - Schematic

Post by y.petremann » Fri Jul 25, 2014 3:42 pm

Hi I really like the way you work, making schematics with autocad is really cool, but on what I think of such type of designs :
1) nearly every text is unreadable
2) the grid should need do be less present

I'm making a different design of cad document from designs you made.

User avatar
DerivePi
Filter Inserter
Filter Inserter
Posts: 504
Joined: Thu May 29, 2014 4:51 pm
Contact:

Re: Main Base - Schematic

Post by DerivePi » Fri Jul 25, 2014 4:44 pm

y.petremann wrote:Hi I really like the way you work, making schematics with autocad is really cool, but on what I think of such type of designs :
1) nearly every text is unreadable
2) the grid should need do be less present

I'm making a different design of cad document from designs you made.
Fantastic! I've been having trouble plotting it with appropriate lineweights so there is plenty of room to improve on it. Looking forward to seeing what you come up with. I think the biggest disadvantage to my layout is it lacks coordination with game flow. For instance, once you have your furnaces producing CU and FE plates you move to Red Science. But in this layout science and gear production are further embedded into the factory layout making it hard to coordinate.

Factorian
Inserter
Inserter
Posts: 26
Joined: Fri Jul 25, 2014 7:12 am
Contact:

Re: Main Base - Schematic

Post by Factorian » Sat Jul 26, 2014 11:48 am

I decided to take this up as a project and build it ingame, i have noticed a slight issue with the document though, but i can also see how you meant it to be, ill take some screenshots to show you when I get a chance

EDIT: heres an image describing the issue and how to fix it

http://imgur.com/Yff42hw

The yellow highlighted part is what you refer to as 'Furnace - Steel'

The red part is supposed to be underground belts
The blue part is supposed to be above ground belts

currently parts of these conveyors don't touch until the above changes are made.

Hope this helps!

User avatar
DerivePi
Filter Inserter
Filter Inserter
Posts: 504
Joined: Thu May 29, 2014 4:51 pm
Contact:

Re: Main Base - Schematic

Post by DerivePi » Sat Jul 26, 2014 8:27 pm

Factorian wrote:I decided to take this up as a project and build it ingame,
Great! Can't wait to hear about the experience! Thanks for the edit. I'm sure there are a few more errors too!

Factorian
Inserter
Inserter
Posts: 26
Joined: Fri Jul 25, 2014 7:12 am
Contact:

Re: Main Base - Schematic

Post by Factorian » Sat Jul 26, 2014 9:16 pm

Yeah i noticed a couple of missing items here and there, got a significant portion of it built but suddenly got overrun by biters and lost an hour or so work on it :/ that'll teach me to save infrequently! fun thing is i have decided not to power it up unti its fully built, so i have this mini factory providing the needed materials and research meanwhile im building this huge ghost factory that i'm going to bring to life only when its built!

Very nice schematics by the way, im glad you decided to share them, even if they can be a little hard to follow at first :P

infinitysamurai
Burner Inserter
Burner Inserter
Posts: 12
Joined: Thu Jul 31, 2014 11:46 pm
Contact:

Re: Main Base - Schematic

Post by infinitysamurai » Thu Jul 31, 2014 11:47 pm

I don't understand how people read these schematics. They look nice and such, but I can't tell what anything is! Am I missing something?

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 10472
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: Main Base - Schematic

Post by ssilk » Mon Aug 04, 2014 12:27 am

They are readable, if you know the needed flow of items.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
HeilTec
Filter Inserter
Filter Inserter
Posts: 258
Joined: Tue Jul 08, 2014 1:14 pm
Contact:

Re: Main Base - Schematic

Post by HeilTec » Mon Aug 04, 2014 12:24 pm

I strangely focused right on the science department. The double beacons caught my eye. Each lab is affected by only one beacon except for the middle top and bottom. I see 8 labs with one beacon and 4 labs with two.
Are they really worth the energy expenditure?
Google is my friend. Searching the forum and the wiki is always a first.

User avatar
DerivePi
Filter Inserter
Filter Inserter
Posts: 504
Joined: Thu May 29, 2014 4:51 pm
Contact:

Re: Main Base - Schematic

Post by DerivePi » Mon Aug 04, 2014 12:29 pm

HeilTec wrote:I strangely focused right on the science department. The double beacons caught my eye. Each lab is affected by only one beacon except for the middle top and bottom. I see 8 labs with one beacon and 4 labs with two.
Are they really worth the energy expenditure?
Not initially. One beacon will cover all of the labs if placed in the middle. I was looking at all of that space in the middle and thought a second beacon just needed to be placed there. The original idea was one beacon to rule them all.

KhrisKruel
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Aug 01, 2014 5:58 pm
Contact:

Re: Main Base - Schematic

Post by KhrisKruel » Mon Aug 04, 2014 3:47 pm

And here I am trying to figure out how to expand to two working labs efficiently. I think I'm playing this game wrong

User avatar
DerivePi
Filter Inserter
Filter Inserter
Posts: 504
Joined: Thu May 29, 2014 4:51 pm
Contact:

Re: Main Base - Schematic

Post by DerivePi » Mon Aug 04, 2014 3:59 pm

KhrisKruel wrote:And here I am trying to figure out how to expand to two working labs efficiently. I think I'm playing this game wrong
:D The nice thing about this layout is that you can start with one lab, assembler, chem lab or furnace for each process and then expand outward as you need to. The limitation is the capacity of the belt. For instance, I usually start with two green circuit assemblers (CKT). When I move to develop red circuits (ADV CKT), I expand the CKTs to 4 or 6 assemblers with their associated copper cable assemblers.

infinitysamurai
Burner Inserter
Burner Inserter
Posts: 12
Joined: Thu Jul 31, 2014 11:46 pm
Contact:

Re: Main Base - Schematic

Post by infinitysamurai » Mon Aug 04, 2014 11:09 pm

KhrisKruel wrote:And here I am trying to figure out how to expand to two working labs efficiently. I think I'm playing this game wrong
There is no such thing as playing this game wrong my friend :)

The only thing that should be important to you is how fast you want things to happen!

Post Reply

Return to “Medium/Big/Gigantic Sized Structures”

Who is online

Users browsing this forum: No registered users