Narrow 12 beacon smelting

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BattleFluffy
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Narrow 12 beacon smelting

Post by BattleFluffy »

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I just finished designing and testing this smelting array.
It produces 1 fully compressed blue belt of iron or copper plates.

Image of the full array is here. I didn't post it because it's quite tall.


Since it uses only 9 smelters, I hope that it will be more UPS efficient than the previous designs I've been using. It does use some extra fast inserters though so perhaps that will negate any benefit, I'm not sure.

It's quite narrow (pitch of 6 tiles) since most of my late game smelters would benefit from being narrower tiles and it won't make any difference if they're a bit taller than usual.

Blueprint here: https://pastebin.com/DcNy6UB8


If someone has some suggestion to improve the design, or knows a better one that achieves similar goals, please let me know. :>

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disentius
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Re: Narrow 12 beacon smelting

Post by disentius »

Here is another one. Its shorter, and uses less inserters.
Added some wires to make sure Iron plate doesn't pile up in the ninth furnace(when consuming a full belt)
12 beqacon smelter.png
12 beqacon smelter.png (899.02 KiB) Viewed 6862 times


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BattleFluffy
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Re: Narrow 12 beacon smelting

Post by BattleFluffy »

Hi, thanks for sharing this :> I had a quite similar design previously, but I decided to see if I could make it narrower, for above-mentioned reasons. The one I was using before had a "pitch" of 10 tiles, ie 10 tiles seperating each output belt of plates.
The new design is only a pitch of 6 tiles, so if the area it's being built in has no height constraint then this means you can get 66% more industry into the same width.

I'm mainly interested in super-high-density builds, where I can pack the most industry into the smallest space for the lowest UPS cost.

By the way in that design there is an opportunity to make it shorter without any loss of functionality, by getting rid of the empty row of tiles above each smelter. :> It would use a bit less beacons then too!

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disentius
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Re: Narrow 12 beacon smelting

Post by disentius »

Thanks for sharing yours
Missed the tileability the first time. nice trick :D


My -limited- understanding about UPS:
- space usage doesn't matter(much)
- active inserters and other active entities do
- beacons are not relevant for UPS use.
- full uninterrupted belts are UPS friendly
- bots are more UPS friendly in most cases
- don't use powerswitch shutdown for UPS reasons, starving a factory sets all entities in inactive mode:)
i design minimum entities first, and space second.


well that, and a "12 beacon/substation aligned build" fetish preference :mrgreen:

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