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.

Guu
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Re: Let's see your clever builds

Post by Guu »

Image

Guu
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Re: Let's see your clever builds

Post by Guu »


bibbel11
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Re: Let's see your clever builds

Post by bibbel11 »

My Chaotic Drone factory Image

n7m6e7
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Re: Let's see your clever builds

Post by n7m6e7 »

Image

top is explosives , and the chest next to the plastic represents the coal input. built it in a new lvl

my compact oil processing plant. I probably could have made another solid fuel to use up the heavy fuel, but whatever.

Guu
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Re: Let's see your clever build

Post by Guu »

testing " research factory "https://youtu.be/s-ODoVS-1TY
compact and easily extensible
Attachments
image.png
image.png (1.38 MiB) Viewed 13681 times

ZeKanister
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Re: Let's see your clever builds

Post by ZeKanister »

Hey, i'm new here but wanted to s how my recent build. Just startet new and lost my recources because of the biters. their base is on the right side so i had to compress the science production, and i'm pretty proud of the result.The best part is, you manually can change the directions of the conveyor belt to "fine-tune" the productivity of the sciencepacks. Hope you like it as much as i do.
Comprimiert.jpg
Comprimiert.jpg (846.82 KiB) Viewed 13675 times

sirjerome
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Re: Let's see your clever builds

Post by sirjerome »

So i use shadows combo mod pack to give the game a fresh kick and i just got my second factory evolution completed
Attachments
The science pack mass production
The science pack mass production
20160309133057_1.jpg (1.59 MiB) Viewed 13467 times
Some basic bits and bobs for expanding
Some basic bits and bobs for expanding
20160309133038_1.jpg (1.43 MiB) Viewed 13467 times
adding the white electric chips
adding the white electric chips
20160309133028_1.jpg (1.51 MiB) Viewed 13467 times
Adding some blue chips
Adding some blue chips
20160309133015_1.jpg (1.39 MiB) Viewed 13467 times
getting the lines ready
getting the lines ready
20160309133001_1.jpg (1.48 MiB) Viewed 13467 times

Neotix
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Re: Let's see your clever builds

Post by Neotix »

It is not entirely my idea, because the main principle was developed by XKnight.
I used his idea and built passive sorter, which can handle objects on both lines with full belt speed. It have also simple overflow protection.
This is a great solution especially for mods, which often created more than one product.

https://embed.gyazo.com/475b0184c5b79c5 ... 081127.gif

Design where you can see how it works.
https://i.gyazo.com/379174809b586fa64d1 ... eedf86.png

It can be easily expanded to sort more item types and handle more input belts.

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Alekthefirst
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Re: Let's see your clever builds

Post by Alekthefirst »

Neotix wrote: It have also simple overflow protection.
https://embed.gyazo.com/475b0184c5b79c5 ... 081127.gif
So this works with lines backed up?
Factorio is a game about automating everything. One day, i hope i can automate shitty signatures just like this one.

GeordieSmith
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Re: Let's see your clever builds

Post by GeordieSmith »

Image

Neotix
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Re: Let's see your clever builds

Post by Neotix »

Alekthefirst wrote:
Neotix wrote: It have also simple overflow protection.
https://embed.gyazo.com/475b0184c5b79c5 ... 081127.gif
So this works with lines backed up?
That overflow protection works like that:
When output is overflowed, excess items are moved into back loop. Back loop have higher priority than input.
In that way, items in sorter will never cause deadlock. It is required because overflowed sorter will lose setup and stop sorting properly.

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Re: Let's see your clever builds

Post by reofarp »

I tried to optimize the sorter design for one belt of full density and with proper output side-balancing.
The first version without backlog protection has full throughput and is probably about as compact as it gets (fits within 9x4).
The second version with backlog protection is quite a bit larger (16x6) handles the full belt but only allows for about 75% throughput in the long term, there is probably room for improvement here.
I'm interested to see, if there is a way to do backlog protection without sacrificing half of the output.

PS:
Don't forget to set the signal for both sorting units correctly, otherwise these designs just work as huge splitters/balancers.
By setting the signal, you can chose the output side for every item type. This allows for sorting and rebalancing of more than just two types.
By default the signal is set so that every item type gets split equally.
Attachments
passive splitter, without backlog protection
passive splitter, without backlog protection
tmp1.png (662.79 KiB) Viewed 18213 times
passive splitter, with backlog protection
passive splitter, with backlog protection
tmp2.png (585.96 KiB) Viewed 18213 times

Keplergamer
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Re: Let's see your clever builds

Post by Keplergamer »

One day I'll get how this really works. Crazy

Neotix
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Re: Let's see your clever builds

Post by Neotix »

It's quite easy to understand but if not, then I provide explanation.

First splitter behavior is splitting :D
Image
Items move on left and right side equally.

Second behavior is working per item type.
This mean that first type move on the left output, second type move also on the left output, second item of the first tyle move on the right side etc.
Image

So the purpose of the first splitter is to split items equally on the left and right side of the belt.
Image

Next behavior is that items shift output belt but only for its type.
This is tricky part because many people can have hard time to understand it only by observation.
Each time, when item move through splitter, it shift belt output for that specific item type but it not shift belt side.
Example:
A1 from Left Side move to Left Belt - Left Side.
It shift output for item type A to Right Belt.
A2 from Right Side move to Right Belt - Right Side
It shift output for item type A to Left Belt.
A3 from Left Side move to Left Belt - Left Side.
It shift output for item type A to Right Belt.
B1 from Right Side move to Left Belt - Right Side (it's not affected by item A output shift)
It shift output for item type B to Right Belt.
etc.
Image

So when we move through second splitter one item, it will shift output belt for its item type.
Now it should be easy to understand why we need first splitter :D
Image

And entire proces.
Image

Belt in the middle can't stack or it will reset output shift and cause a mess.
Left side of that belt is slightly shorter and items reach second splitter before items on right side. It's very important because when two items of the same type will reach second splitter in the same moment, it will reset output shift.

Next is belt management. You have to split belt sides and connect sorted items in one output, and unsorted in another output.

I hope, that will help everyone to understand entire trick with belt sorter.

Keplergamer
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Re: Let's see your clever builds

Post by Keplergamer »

Yeah, not for me right now. But I'll get to it one day. I love to make a belt only factory, so this is a must.

Ratzap
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Re: Let's see your clever builds

Post by Ratzap »

Not so much clever but I find it lovely: Main unloading station from an RSO game

Image

This is the second version. From the top: copper, iron, coal, concrete (3 wagons stone, 1 wagon iron). All cars empty at the same time and each side of the train comes off as one lane. The top 3 stops have parking lanes for 2 more waiting trains. Fuel cubes are fed in via logistics.

Rockstar04
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Re: Let's see your clever builds

Post by Rockstar04 »

Ratzap wrote:Not so much clever but I find it lovely: Main unloading station from an RSO game

This is the second version. From the top: copper, iron, coal, concrete (3 wagons stone, 1 wagon iron). All cars empty at the same time and each side of the train comes off as one lane. The top 3 stops have parking lanes for 2 more waiting trains. Fuel cubes are fed in via logistics.
I don't see any signals on the exits of your waiting areas, they may not work as you are expecting.

Ratzap
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Re: Let's see your clever builds

Post by Ratzap »

Rockstar04 wrote:
Ratzap wrote:Not so much clever but I find it lovely: Main unloading station from an RSO game

This is the second version. From the top: copper, iron, coal, concrete (3 wagons stone, 1 wagon iron). All cars empty at the same time and each side of the train comes off as one lane. The top 3 stops have parking lanes for 2 more waiting trains. Fuel cubes are fed in via logistics.
I don't see any signals on the exits of your waiting areas, they may not work as you are expecting.
Correct, I took the screenshot when I finished laying it out then went back for more signals. Then watched the trains run a few cycles to make sure it all worked before taking the blueprint.

Eulogi
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Re: Let's see your clever builds

Post by Eulogi »

Tired of making snaking belts everywhere to craft the random stuff you need like poles, lamps, etc? I present to you the 8 material factory..

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That's all well and good some might say but it's not quite enough. I require more materials. No problem. Here is the 14 material factory.

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Does your oil area look like a pipe apocalypse? Try this stylish option that also makes sure you don't think your pipes are plugged in for hours only to find some random missing pipe when investigating your battery shortage.

Image

And a few more..

Image

Image

Image

Image

Neotix
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Re: Let's see your clever builds

Post by Neotix »

While ago in topic about Outpost status display (viewtopic.php?f=8&t=19451#p124019) XKnight posted:
XKnight wrote: Mixing signals from different outposts is very painful and has many disadvantages...
Another approach is to use regular number to represent outpost's ID and a little bit complicated protocol:
1) base send 38 Blue
2) outpost compare Blue signal with its ID
3) outpost send its storage
4) base receive information about storage and do whatever you want
5) base send 39 Blue
As a result you will spend 1 tick per outpost.
and I started thinking :D
It took some time and it was painful for my brain, but in the end I did it.

Diagram to see all connections and calculations
THERE IS BUG IN THE DIAGRAM.
In memory cells in first row are combinators with arithmetic "Blue * Yellow -> Blue" and that's correct. Next rows have to be the same.
Image

Test setup to check if theory works :D
Image

Almost forgot about blueprint for test setup

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EDIT:
Some optimization :D
On screen you can see connections between sections (blueprint below)
Image

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Last edited by Neotix on Thu Apr 07, 2016 10:31 am, edited 2 times in total.

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