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.

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Dry Hairy Tree
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Re: Let's see your clever builds

Post by Dry Hairy Tree » Thu Jul 07, 2016 3:04 am

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:

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siggboy
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Re: Let's see your clever builds

Post by siggboy » Thu Jul 07, 2016 8:35 am

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

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Re: Let's see your clever builds

Post by vanatteveldt » Wed Aug 03, 2016 3:51 pm

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 :)

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Re: Let's see your clever builds

Post by JudgeArcher » Thu Aug 04, 2016 12:11 pm

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
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Re: Let's see your clever builds

Post by vanatteveldt » Thu Aug 04, 2016 8:21 pm

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...

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Re: Let's see your clever builds

Post by Lejving » Fri Aug 05, 2016 3:18 pm

Some sick kind of experiment?

Image

Let's see the basement....

Image

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

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Re: Let's see your clever builds

Post by pieppiep » Fri Aug 05, 2016 3:24 pm

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?

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Re: Let's see your clever builds

Post by Lejving » Fri Aug 05, 2016 3:49 pm

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 :)

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Re: Let's see your clever builds

Post by Juggla » Tue Sep 06, 2016 4:08 pm

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 :)
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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.
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Last edited by Juggla on Mon Sep 19, 2016 4:07 pm, edited 2 times in total.

AutoMcD
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Re: Let's see your clever builds

Post by AutoMcD » Tue Sep 06, 2016 5:46 pm

Why mixing ore?

Juggla
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Re: Let's see your clever builds

Post by Juggla » Tue Sep 06, 2016 6:36 pm

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 -->
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Re: Let's see your clever builds

Post by AutoMcD » Thu Sep 08, 2016 12:19 pm

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

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Re: Let's see your clever builds

Post by Acarin » Fri Sep 09, 2016 10:03 am

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...

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Re: Let's see your clever builds

Post by Juggla » Sun Sep 18, 2016 5:49 pm

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
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Re: Let's see your clever builds

Post by Tankh » Thu Sep 22, 2016 5:59 am

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

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Single Bus solution v.1 Beta

Post by dinodod » Sat Sep 24, 2016 9:50 am

mainbus.png
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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

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brunzenstein
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Re: Single Bus solution v.1 Beta

Post by brunzenstein » Sat Sep 24, 2016 11:36 am

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

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Re: Single Bus solution v.1 Beta

Post by dinodod » Sat Sep 24, 2016 12:23 pm

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?

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Re: Let's see your clever builds

Post by Guu » Mon Sep 26, 2016 7:04 pm

an attempt to find a new design for compact base https://youtu.be/xWwnTyJ6M0s
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apriori
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Re: Let's see your clever builds

Post by apriori » Mon Oct 31, 2016 1:38 pm

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.

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