I'm sure, a lot of people have build these kind of things.
At first I build a station, that can supply materials for that outpost
After that its all just a firework!
Here's video to see it at work. https://youtu.be/BmaVwGLEmdE
(no game sounds, because my brother recorded it and he in clued all sounds....)
(and game speed was set to 0.5 so my old computer could keep up in the game and we can get smoother video)
Not sure if this has been done before, but here's something I felt like doing tonight. It's a compact little mall for inserters. All inserters are built except for the burner. This is mainly designed to be available to be built at the start of green science. Think I finally worked out the bugs, but no promises. As a side note, if you mess with the constant combinator, make sure it's values for the advanced circuit and iron lanes are higher than the values on the corresponding circuit controlled belt.
Though I'd just share two little designs I'm pretty proud of while messing around with the logistics system in .14. While not necessarily the most optimized (feel free to tell me how many boilers I actually need), My backup generators are a decent use for a solitary oil patch that spawned far away from existing oil reserves.
Backup Steam Generators
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And for something infinitely less useful, an Accumulator Array that uses all the Power Substation tiles. 4 Deciders and the colored lamps tell me how charged the array is without having to mouse over my arrays.
Still plugging away in .14, but I thought it'd be funny to show my latest design, which is slightly more complicated than the previous designs.
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A 60-item smart warehouse to decrease bot latency and transition off generic storage chests. The wiring took a while, but I really like how it functions. Of course, looking at it now I'm torn between pushing the bottom deciders to hug the chests or maintain the symmetrical one tile overhang on the Roboports.
A small mixed smelter for iron and copper. The chest based circuit in the right lower corner decides randomly based on two conditions (enough ore and the amount of iron or copper) if it smelts iron or copper. Belts are build in loops due to the belt overflow mod.
I just realized I never posted my finished v0.16 science design for some reason, and it's pretty overdue now since the formulas are changed for v0.17, but here it is. It takes as input: green circuits, red circuits, iron plates, copper plates, steel, coal, water, petroleum, lubricant.
The 30 labs pictured are needed for 60 second projects, you only need the first row of 15 labs for 30s projects.
edit: Oh right, I never posted it because it has minor limiting problems with feeding green circuits into blue circuit production when going at full speed, which is a round of packs every 2 seconds. It could be totally resolved by upgrading one short run of yellow belt tiles in that area. It expects, if I remember correctly, 3 lanes of green circuits and one of red circuits, which in theory is enough to feed that part of the factory, but in practice (due to inserter prioritization problems), the lower assemblers end up very slightly starved of green circuits until the green circuit belt is upgraded to red belts, even though the adjacent belt remains backed up with green circuits, thus it will slightly slow down the rest of the design (with yellow belts as pictured). .... OR, you could put a few red inserters on a few of the lower module assemblers. I guess that would work too. Also, that splitter in the middle is supposed to have a filter set for blue science, oops. Edited into string.
My suggestion for a small (expandable) mall based on one feeder-belt.
The chest based circuit logic feeds the belt with 4 ressources (iron, geer wheels, steel and green circuits) one after another.
To get this started you need to put a chest in one of the four "logic" chests (on concrete) and already a lot of iron.
I'm still wondering how the chest logic could be replaced with combinators.
By the way the map editor has instant blueprinting and research can be unlocked.
mall with one belt.jpg (299.19 KiB) Viewed 171 times