Let's see your clever builds

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.

Dry Hairy Tree
Filter Inserter
Filter Inserter
Posts: 319
Joined: Wed Jun 08, 2016 10:51 pm
Contact:

Re: Let's see your clever builds

Post by Dry Hairy Tree »

MaexxDesign wrote:The production is at full capacity.
I need them to produce red circuits.
And I need red circuits (and green ones) to produce blue circuits.
I produce 11.000 red circuits per minute.
I think that's enough to produce blue ones.
My goal is to start one rocket every minute.

That's the beginning:

https://www.youtube.com/watch?v=KjYAqp4YBPM
That's amazing. :shock:

User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: Let's see your clever builds

Post by siggboy »

MaexxDesign wrote:The production is at full capacity.
I need them to produce red circuits.
My goal is to start one rocket every minute.
I think you should use beacons and modules, and produce the red circuits directly into machines that are making the blue circuits, and also maybe make the plastic bars in place, so you won't have to run crazy belts. Running petroleum to the mini-factories would be easier.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick

vanatteveldt
Filter Inserter
Filter Inserter
Posts: 945
Joined: Wed Nov 25, 2015 11:44 am
Contact:

Re: Let's see your clever builds

Post by vanatteveldt »

Cool idea (direct insertion red -> blue), especially since they share the green requirement.

Let's look at the numbers:

Assuming max prod3 modules and crafting speed 1 (i.e. assuming all assemblers have the same crafting speed)

blue circuit consumes 2/15=0.133 red circuits per second
red circuit produces (1/8)*1.4*1.125 = 0.19 circuits per second

So, with direct inserting from red to blue you should run the blue at .19/.13 ~ 1.5 times the crafting speed. With a smart beacon setup that should be attainable, i.e. have the blue surrounded by 6 speed beacons (3.4 crafting speed) and the red by 4 (2.4 crafting speed)

Blue requires 1.33 green per second and red requires (1/8)*2=0.25, so since green produces quite a bit more ((1/.5)*1.4=2.8) direct insertion is not so interesting there. Including the red circuit production, blue requires (20 + 2*2/1.4) / 15 = 1.52 green per second, so you can feed around 2 (red+)blues for one green, assuming equal boosting. A setup with one green outputting "left and right" to red+blue plants could be interesting, if enough space can be found to fit all the needed boosters and input belts :)

JudgeArcher
Burner Inserter
Burner Inserter
Posts: 15
Joined: Mon Jun 27, 2016 2:35 pm
Contact:

Re: Let's see your clever builds

Post by JudgeArcher »

in my endless game i am trying to get one rocket each 60 sec. this how i build blue and speedmodul 1. my problem is the amount of green getting produced and transported.this setup has 128 assambler for blue.
img
i have now added factorissimo but i wont destroy this setup ;)
Last edited by JudgeArcher on Thu Aug 04, 2016 9:48 pm, edited 1 time in total.

vanatteveldt
Filter Inserter
Filter Inserter
Posts: 945
Joined: Wed Nov 25, 2015 11:44 am
Contact:

Re: Let's see your clever builds

Post by vanatteveldt »

vanatteveldt wrote:Cool idea (direct insertion red -> blue), especially since they share the green requirement.
[..]
Blue requires 1.33 green per second and red requires (1/8)*2=0.25, so since green produces quite a bit more ((1/.5)*1.4=2.8) direct insertion is not so interesting there. Including the red circuit production, blue requires (20 + 2*2/1.4) / 15 = 1.52 green per second, so you can feed around 2 (red+)blues for one green, assuming equal boosting. A setup with one green outputting "left and right" to red+blue plants could be interesting, if enough space can be found to fit all the needed boosters and input belts :)
Prototype all-in-one for blue
The ratios are close but don't quite add up, and I didn't do anything to optimize input belts at all, but I thought it is a nice idea to integrate green -> 2 red -> 2 blue with direct insertion...

Lejving
Inserter
Inserter
Posts: 25
Joined: Thu Jun 30, 2016 12:56 am
Contact:

Re: Let's see your clever builds

Post by Lejving »

Some sick kind of experiment?

Image

Let's see the basement....

Image

https://www.youtube.com/watch?v=iJKU-w4pK1M

pieppiep
Fast Inserter
Fast Inserter
Posts: 170
Joined: Mon Mar 14, 2016 8:52 am
Contact:

Re: Let's see your clever builds

Post by pieppiep »

Lejving wrote:Some sick kind of experiment?

Image

Let's see the basement....

Image

https://www.youtube.com/watch?v=iJKU-w4pK1M
Nice!
The building is factorissimo, but what mod gets the aliens there?

Lejving
Inserter
Inserter
Posts: 25
Joined: Thu Jun 30, 2016 12:56 am
Contact:

Re: Let's see your clever builds

Post by Lejving »

pieppiep wrote:
Lejving wrote:Some sick kind of experiment?

Image

Let's see the basement....

Image

https://www.youtube.com/watch?v=iJKU-w4pK1M
Nice!
The building is factorissimo, but what mod gets the aliens there?
Needed mods (I guess?)
AlienEggs - The initial spawn of aliens
Item Collectors - Pick up eggs automatically
Alien Artifact Loot - To make aliens drop eggs
Alien Science - To get the first egg to start it all off with

So I guess kind of cheaty but :)

Juggla
Inserter
Inserter
Posts: 27
Joined: Tue Apr 19, 2016 11:22 pm
Contact:

Re: Let's see your clever builds

Post by Juggla »

Full safety RR crossing using circuit networking. Gates and signals are networked to their respective sides of the tracks. Closes gates on train approach. If you beat the gate it will stop the train. the gate closing signals are well before the gates themselves. You are not likely to get past the gate with a train in the danger zone.
. But just in case you do there are 2 signals, per track, wired to stop the train on your approach to the gate. One on the far outside near the end of the wall and the ones closer in as an emergency back up.
Please ignore the disgusting Lab setup. I added in a couple mods recently after i was done with research. Had to throw something together to get it done real quick :/

The outside gates are not connected to the network. They are just there for aesthetic :)
String

Code: Select all

H4sIAAAAAAAA/+2cYW+jRhCG/0rkz3bFzmLi6ES/9kdUlcXZXIJkg4XxXSMr/70Yk6vB4N1nclVb6+5LjmRmF953mHlnsFkXD5tilWwelvExzausytJ9fDzm
yTaNJ89JlU6mu2Jf/7rI4+Of8cz+Mp++xjNT/3x7m7Z2+6rI09m3ZLMZsQ4vra9XDcmiod+a3/c2nnbid46O5UK/1d53ffI8ucBrV8dqod9i75s++pktvDZ1
LBYOrDUaVeH8bD33s7bIOkTWBlkLsbZPaO0Arf2IrBfIGrFjI2SNuLSIS4u4tIhLQVxaxKUgLgVxKYhLQVwK4lIQl4K4FMSlQVwK4tIgLg3i0iB2DGLeIC4N
4tIgLg3iElFpEJWISUQkYoal17NxRIxPK09XRV6VxWb5OX1JvmZFGR9XWbk6ZNWy2KX58lTv46o8pNP3X5dpsl7u03xf23b+UK+0bvf4kpX7arnPnvNkEx+r
1119Nl+zsjok9am0J9f8cfZcpmk+aU5jXyV5FUv93+0uKZOqXn8ST96av+Xp6rRyrW9/n5jJH/GxTNe11m1k7+syW8dmEb2d/rmr7QCqAwrpIhan66w8bx/L
LRfDXQLswj34abmu3SHvvWIwvL8QlCDohOA1sFYJLMkEJMWQ3EWSIkq3JJGjEoGqDypsqGai4o1qN5IcSHEgoYR0EpJ3SN0hUYo0KZLSSEmjBgDpf9S2oK4F
NVuo10ItIuoQUWOL+lrUjqNuHA0R0AwBjT7Q5AMNbNC8ZmRwVCbZ80s1q39c6bzoZB6OFdobjqHWUbSOgdLRLrSOWnCsFhyrBcdqwREtOKIFR7TgiBYc0YJj
tOAYLThGC47RgmO04GixUWccLfs6PyUsyt2UF6fEUkmdNlS0sam9GbR3n/Z21+YXbULTZlBtytbWCG1R0lZBbdnV1nmtsNAqGa100mq1m+LwZD47z4auNOVZ
hEp3gBPdmGCtNsU+fR9DDQyxLv7QzKGWxaHaHfwGV99esio9Da4+Mv367XLyFXQmX796D1+j7uRrv631+2yTbHd9AOd/A/jd+nP2PEs39R5ltprtik1/SBqe
H317nsp8US98eWqmdxzWOzdQ9y4h7Notws4l3QgK+7Gg+JJs9uNR8YMJMEMEjF+b+RnwI3h3o8MVwgaFcE1mN2Rt9/jxqReq0UhIB24/r7t2IGacnxu6o8E+
Bcr1sSW5gIg9WwIuAd+Eu/ArcV2I66NjdxRW3s+LxsEaCcT5QBw6bMXH1gxlAkfug6mvX4Wlc9xA5lW9r/26x+JX3f8TxX0hXuknVLDDtNVVARlho2cnge0d
z5FcDPzESstV0Ltb/kmqhosuUWKda9um6+ywvakkWkEWtHkQ31HzHoXRmHbo31BdWS1PvhReX6VLOgT/4xw/gCQUD65P+MoFSEw8EJcAu3APflqua3eIh/sK
LG/5MA7XbUkQ+MsHmMVwEusVlKjX4z+O9PT9evUUdY6tZx0yA0lstAy1LbO2Ct1LxzzMBtFc/3IdZ6LLLzbCn7Hhibbrwb4on+tr/ETpF+j8mtm7xk+Ji1Xi
YpW4WCUuosRFlLiIEhdR4iJKXIwSF6PExShxMUpcjBIXJSza7KIkXeWmQ0S3l+7CdCjqKFMGiDIeleGvvNuUN7cylyhTlzJTKhOzsg4oy46yyimLqrKGKyWD
UqEoBZFSf92We7e/Zuz3TfdWwnsaW2IsxNgQ4wAYt58k9jReEONHYhwRY8KgJQxawqAlDFrCoCUMCmFQCINCGBTCoBAGhTAohEEhDAphUAiDhjBoCIOGMGgI
g4YwaAgphtBtCCmG0I04IWwTSgjXhBCUbRvbENjau5qlw28Pd0AdfeBiwfMWoR4B3gJ74HNyXPbtpzOOdwLZj6x9X8Haf/Bz+1vDXgkA5BWQrkAWJNkVZG1S
DUiZIfWLFEZSnkl1JoKC6AkigYgCIqKNaDYiM4nKJMKY6GIi5YmSJ80H6T1Iu0S6JdLgkf6OtKSkIyVNNOmhSdtPun4yqCBzCjJaIZOVofnO6GvuIi8rxwth
Qp+lQp+V2v0c795rrbzevef1Gj+/VwJ6vmDQ622Ffm8+9HuNYvfdjY7exO99kH5Lhhcrvk2zVSPNjl3Bl1Xp9l3tNQPM2jBfp3XJq30+lWl1KPOH5ac0X/8F
CVMJ67NTAAA=
20160906110116_1.jpg
20160906110116_1.jpg (791.93 KiB) Viewed 15926 times
20160906110722_1.jpg
20160906110722_1.jpg (616.06 KiB) Viewed 15926 times
20160906110543_1.jpg
20160906110543_1.jpg (749.48 KiB) Viewed 15926 times
20160906110528_1.jpg
20160906110528_1.jpg (763.57 KiB) Viewed 15926 times

8 to 16 splitter (credit 4 to 4 and 8 to 8 Madzuri) setup for mixing cargo as well as keeping it separated at the same time. It's not a perfect split. Still working that part out. Having problems going 4 to 3 in a way that I like.
20160906113104_1.jpg
20160906113104_1.jpg (747.35 KiB) Viewed 15922 times
Last edited by Juggla on Mon Sep 19, 2016 4:07 pm, edited 2 times in total.

AutoMcD
Fast Inserter
Fast Inserter
Posts: 214
Joined: Wed Apr 27, 2016 5:53 pm
Contact:

Re: Let's see your clever builds

Post by AutoMcD »

Why mixing ore?

Juggla
Inserter
Inserter
Posts: 27
Joined: Tue Apr 19, 2016 11:22 pm
Contact:

Re: Let's see your clever builds

Post by Juggla »

AutoMcD wrote:Why mixing ore?
I feed all of my smelting lines via logistics using the warehousing mod. So, i can just mix ores on a belt and feed them into storage that way. I've tried mining directly into storage but I don't like it. You end up with way to many chests meaning your robots are spread thinner then if you just belt them into storage. Or you can even load them onto enough belts to have a solid line of ore and put them into provider chests that way. Either way it's a lot more efficient than mining directly into chests.

Setup to feed my smelters -->
20160906133502_1.jpg
20160906133502_1.jpg (781.37 KiB) Viewed 16376 times

AutoMcD
Fast Inserter
Fast Inserter
Posts: 214
Joined: Wed Apr 27, 2016 5:53 pm
Contact:

Re: Let's see your clever builds

Post by AutoMcD »

Image
How to empty a full car full of ore in a 5 second stop.
And in this case, transfer it to another train.

Acarin
Long Handed Inserter
Long Handed Inserter
Posts: 94
Joined: Thu Sep 01, 2016 3:58 pm
Contact:

Re: Let's see your clever builds

Post by Acarin »

Juggla wrote:Full safety RR crossing using circuit networking. Closes gates on train approach. If you beat the gate it will stop the train. the gate closing signals are well before the gates themselves. You are not likely to get past the gate with a train in the danger zone.
. But just in case you do there are 2 signals, per track, wired to stop the train on your approach to the gate. One on the far outside near the end of the wall and the ones closer in as an emergency back up.
Please ignore the disgusting Lab setup. I added in a couple mods recently after i was done with research. Had to throw something together to get it done real quick :/

The outside gates are not connected to the network. They are just there for aesthetic :)
Any chance of a Blueprint string, please? I would LOVE to implement this, as I am a master of Train-Fu and have an innate talent for being on the track at the precise moment a multi-ton body moving at high speed needs to occupy the same space...

Juggla
Inserter
Inserter
Posts: 27
Joined: Tue Apr 19, 2016 11:22 pm
Contact:

Re: Let's see your clever builds

Post by Juggla »

Acarin wrote:
Juggla wrote:Full safety RR crossing using circuit networking. Closes gates on train approach. If you beat the gate it will stop the train. the gate closing signals are well before the gates themselves. You are not likely to get past the gate with a train in the danger zone.
. But just in case you do there are 2 signals, per track, wired to stop the train on your approach to the gate. One on the far outside near the end of the wall and the ones closer in as an emergency back up.
Please ignore the disgusting Lab setup. I added in a couple mods recently after i was done with research. Had to throw something together to get it done real quick :/

The outside gates are not connected to the network. They are just there for aesthetic :)
Any chance of a Blueprint string, please? I would LOVE to implement this, as I am a master of Train-Fu and have an innate talent for being on the track at the precise moment a multi-ton body moving at high speed needs to occupy the same space...
Will have to grab the mod and get it for you. Busy atm so I'll try to get that done this evening.

Edited the string into my post on the previous page.

Tankh
Long Handed Inserter
Long Handed Inserter
Posts: 61
Joined: Tue Aug 12, 2014 1:35 pm
Contact:

Re: Let's see your clever builds

Post by Tankh »

Destroyer Module factory. Input correct items on belts as shown in the image. Output is placed in a provider chest for instant access in logistic system.
Use whatever modules you want in the beacons/plants.
(Bonus: example of usage in a bus system - http://i.imgur.com/8zl0SQU.jpg)

Image

dinodod
Long Handed Inserter
Long Handed Inserter
Posts: 84
Joined: Tue Mar 10, 2015 10:42 pm
Contact:

Single Bus solution v.1 Beta

Post by dinodod »

mainbus.png
mainbus.png (1.63 MiB) Viewed 15704 times
3 bus solution for factories from small to large. I have not designed mega base yet.
1 bus for iron plates
1 bus for copper plates
1 bus for everything else

The bus loops in a circle to bleed off any missed items and so I have 2 chests in the right corner to catch any overflow to prevent the bus from locking up

Decider combinators to control the requests of items.
There is a buffer chest on both the inputs & outputs. Input chests are limited as needed, usually 1 stack is enough. Output chests store as much as needed (i.e. gears have 4-5 slots due to demand). This prevents delays in production when the assemblers need to work.

Easy to expand by adding on more assemblers
Auto management of resources produced based on demand with nothing on the belt <-- Cleaner looking base
Most important --> !!!! Clean linear look !!!! No more spaghetti western mess

User avatar
brunzenstein
Smart Inserter
Smart Inserter
Posts: 1059
Joined: Tue Mar 01, 2016 2:27 pm
Contact:

Re: Single Bus solution v.1 Beta

Post by brunzenstein »

dinodod wrote:
mainbus.png
3 bus solution for factories from small to large.
Blueprint?
The combinator settings would be interesting

dinodod
Long Handed Inserter
Long Handed Inserter
Posts: 84
Joined: Tue Mar 10, 2015 10:42 pm
Contact:

Re: Single Bus solution v.1 Beta

Post by dinodod »

brunzenstein wrote:
dinodod wrote:
mainbus.png
3 bus solution for factories from small to large.
Blueprint?
The combinator settings would be interesting
Let me figure out how to export them. Haven't read that yet.

I see there is a Blueprint String mod. Is that how you copy blueprints? What do you use?

Guu
Long Handed Inserter
Long Handed Inserter
Posts: 58
Joined: Sun Feb 28, 2016 5:59 pm
Contact:

Re: Let's see your clever builds

Post by Guu »

an attempt to find a new design for compact base https://youtu.be/xWwnTyJ6M0s
Attachments
99.png
99.png (2.28 MiB) Viewed 15608 times

apriori
Filter Inserter
Filter Inserter
Posts: 259
Joined: Thu Feb 18, 2016 8:13 pm
Contact:

Re: Let's see your clever builds

Post by apriori »

A little bit of Factorissimo power production.
21 MWt balanced charcoal powerstation
Stone Waterwell used.
Any code or mods posted by me are WTFPL, unless otherwise copyrights are specified.

Post Reply

Return to “Show your Creations”