Endgame designs

Post pictures and videos of your factories.
If possible, please post also the blueprints/maps of your creations!
For art/design etc. you can go to Fan Art.

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MisterSpock
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Endgame designs

Post by MisterSpock » Tue Jul 29, 2014 6:18 pm

I have already posted a bit. But this is a summary.
Have fun!


Image
Base Overview


Image
Circuit Production


Image
Walls, Capsuls, Moduls and Solarstuff


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Smelting


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Trainnetwork


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Oilrefinering


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speeded Oilpumping


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Science


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SolarFarm


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MainTrainStation


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Outdated Steampower


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Defended Crossway


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a Outpost


Savegame:
http://www.mediafire.com/download/6k527 ... ndgame.zip


Greatest Problem is the frameratedrop to ca. 35 fps. (Intel i2500 quad)

I have played for 38 hours: Destroyed trains and building new outpost takes me the most time.
I dont know how much polution is normal but i encountert over 200.000 bugs. Mostly Tier 3.
Trains are ok but they always stop when crashing into big bitters and getting attacked.
The facility is able to smelt and use over 10000 Ore per min.
I was to lazy to set up new outpost. So you cant see the true potantial

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Re: Endgame designs

Post by HeilTec » Tue Jul 29, 2014 6:36 pm

That is some impressive builds there. :shock:
MisterSpock wrote:
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Oilrefinering
Did You ever get all 12 refineries working full time? How many wells does that need?

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Re: Endgame designs

Post by MisterSpock » Tue Jul 29, 2014 6:39 pm

Ive sitting on a lot of speeded oilpumps. Im not sure. Its 2 weeks since last play. I think: 6 till 8 are running while full production.

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Re: Endgame designs

Post by Hardison » Tue Jul 29, 2014 7:02 pm

:o

Holy crap Spock. Very nice base you got there, lots of biters too! looks like a blast!

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DerivePi
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Re: Endgame designs

Post by DerivePi » Tue Jul 29, 2014 7:15 pm

Endgame? Looks like you're just beginning! :D

Your base inspired me to find a way to coordinate train shipping and sorting without using multiple stations/addresses at each base. Each base/outpost would have an import and an export station that would automatically handle items delivered and items to be shipped for every train. A fun problem that doesn't have a good solution yet.

As for outposts, I think a separate station should be set up to automatically package a new train and wagon for all the building material a new outpost would require.

So I guess you worked out the problems with your major railroad intersection?

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MisterSpock
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Re: Endgame designs

Post by MisterSpock » Tue Jul 29, 2014 7:55 pm

DerivePi wrote:So I guess you worked out the problems with your major railroad intersection?
Thats a huge problem. i may post soon

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Re: Endgame designs

Post by SHiRKiT » Wed Jul 30, 2014 12:20 am

How can you not use Robots? How can you organize everything with belts? You sir are a true warrior.

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Re: Endgame designs

Post by dudeontherun » Fri Aug 15, 2014 4:47 pm

Interesting enough, the biters have this evolution process that is with the teirs. The process goes that the spawners will suck any pollution in the air and evolves. The problem is that you are creating the pollution. So, I've been trying to figure out a way to remove that as much as possible, but it is still (I for myself) too high.


Plz ignore the steam engine, but that's my emergency power.
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Factorio pollution.PNG
My second OutPost's pollution
Factorio pollution.PNG (259.03 KiB) Viewed 50446 times

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darkminaz
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Re: Endgame designs

Post by darkminaz » Fri Aug 15, 2014 4:56 pm

i like your main train station, if only i would need more ore's of anything currently i would create something similar.

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Re: Endgame designs

Post by delta28770 » Sun Aug 17, 2014 1:51 am

humm... well i guess i cant call my self good at the game anymore. Epic world I have only just got the game and am slowly learning all its new little tricks (currently im trying to find out how to use the drones)

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Re: Endgame designs

Post by dudeontherun » Wed Aug 20, 2014 10:00 pm

The trains stations are for getting tech, i have set up for my ores to place my main base.

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Re: Endgame designs

Post by Karaaz » Wed Jan 07, 2015 5:02 am

When I clicked on one of the images in OP I got a prompt to update android from the host site. Seems legit... :|

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Re: Endgame designs

Post by n9103 » Wed Jan 07, 2015 5:55 am

Lovely necro here.
For what it's worth, the images load just fine on my desktop.
Given the nature of the content, I wouldn't want to browse these on my phone anyway, assuming I had a choice.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: Endgame designs

Post by Mur » Mon Jan 19, 2015 7:10 am

MisterSpock wrote:
Image
Smelting
I have not seen the factory in action but from what I see from the picture it looks like a lot of the smelters are not doing anything. The method I find that works the best is the design below.

All furnaces go at max speeds and can be scaled between 8-16 furnace designs. If you need more output build a second line.

Image

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Re: Endgame designs

Post by DerivePi » Mon Jan 19, 2015 2:08 pm

Furnace layout (assuming iron or copper ores with steel or electric furnaces)
standard belt max throughput = 12 items/sec or 6 per side
- number of miners required to fully load = 12 per side
- number of furnaces required to fully smelt - 11 per side

Fast belt max throughput = 20 items/sec or 10 items per side
- number of miners required to fully load = 19 per side
- number of furnaces required to fully smelt - 18 per side

Express belt max throughput = 30 items/sec or 15 per side
- number of miners required to fully load = 29 per side
- number of furnaces required to fully smelt - 26 per side
OR - assuming 2 level 3 speed modules in each electric furnace (which will never make sense to me)
- number of furnaces required to fully smelt - 13 per side as displayed in the Vulcan's enormous smelting facility

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Re: Endgame designs

Post by n9103 » Mon Jan 19, 2015 6:01 pm

Nice breakdown. I never have gotten that particular ratio worked out. Now I can add smelting to my list of perfect ratios ;)
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

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Re: Endgame designs

Post by oliverpowerboy » Sun Nov 15, 2015 9:11 am

The defend crossway is very good but I would double up the walls and add gates to the tracks

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Re: Endgame designs

Post by Boogieman14 » Sun Nov 15, 2015 11:39 am

oliverpowerboy wrote:The defend crossway is very good but I would double up the walls and add gates to the tracks
That's what you get when some necros a thread like this... These screenshots are from the pre-gates era... (possibly pre-spitters as well actually)
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Re: Endgame designs

Post by Maja153 » Sun May 15, 2016 5:15 am

Coming up on the next update, you can set the steam engines to run only when needed

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Re: Endgame designs

Post by sivistojko » Thu Jun 09, 2016 5:52 am

My thanks to the OP. I'm a new player and this base completely inspired me to make my new one in the same manner. I've learned a lot. Thank you again.

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