regarding my blueprints and other neat things

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ranzolger
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regarding my blueprints and other neat things

Post by ranzolger »

introduction
over the last couple of years i published various late- or endgame blueprints. i just wanted a central place to discuss questions and explain some of the things i created. of course i'm open for enhancements, other refinements and points of view.

i'm still working on most of the bps, as some still have some (minor) flaws :oops:. version history is provided, also a (hopefully) proper description and screens. i may add, delete or correct things within this post without further note (i do not intend to do so). due to character limitations i will not post blueprints, but all are linked (i may link to: factorioprints.com, imgur.com, pastebin.com, kirkmcdonald.github.io, docs.google.com, factorio.com).

for the creation of those blueprints i set myself some limitations/must-haves:
main goals:
  • blue belts only
  • avoid robots where possible (except construction)
  • 8-beaconed assembling rows (10 tiles high)
  • tileable
  • 'production islands' connected by trains
  • vanilla
with production islands i mean dedicated production facilities which handle big amounts of related products (eg. green/red/blue circuits, copper/iron/steel plates, everything with chem plants,...). each of those islands should be supplied by trains and be stackable with itself (to increase production easily). this lead to the general setup as it is.

production island example
train station design
first of, i decided to go left hand drive (LHD) as at the time i started making those bps we used LHD. in some cases its easier to put signals but, as you leave a train you pop out on the left side of the train and will not stay in between the tracks. also LHD is way cooler ;). i wanted train stations which have the same height as a standart 8-beaconed assembler row (=10 tiles) so it would be easy to stack them (best seen in 'The Smelter'). also i used the 2-track design which, in perfect circumstances, could double train throughput (-> forum discussion), in my experiences throughput may be increased by ~40%. as with this system a couple of stations with the same name (un-/ loaded item) may be stacked on top of each other, all stations whose buffers fulfill the storage requirements should turn off. this might be simple to achieve but may lead to a 'no path' error when all stations are deactivated (-> station circuitry).

there are 4 and 8 wagon versions. the 8 wagon version uses 4 chests instead of 6 as it was impossible (at least for me) to find a proper belt setup which made it possible to use 2-4 and 2-8 trains. also the belting itself was way easier :D. the other big difference are the thresholds that are used in the (->station circuitry).

train-stop naming scheme
universal stacker
as the name may suggest this stacker works with all the stations in my bps. there are 2 versions: for 2-4 and 2-8 trains. they are supposed to be build below the first train-stop of any production island. they provide an unused track for players use (eg. building trains, fuel supply, playertrain parking spot, whatever...), it can be used by trains to bypass the station too.

there are some things those stackers provide aswell:
  • 'always active' CC: this one will overwrite the station circuitry and activate all train-stops regardless of their un-/loading thresholds (its off by default).
  • set fuel CC: here you can set the desired fuel for all train-stops within the station (preset to 10 nuclear fuel).
  • easy extension via 'Universal Stacker Tracks' blueprint (overprint the big electric pole in the red circle)
in case you do not use this stacker feed any fuel signal to the big electric pole at the rear of each station via green cable. each station (train-stop stack) has to be set individually. all blueprints have two stations: unloading (left) and loading (right), there are some exceptions at 'The Refinery'.
also make shure that there are only chain-rail-signals between the stacker exits and the station.
station circuitry
as mentioned above i wanted train-stops that deactivate themselves when they can't fill or empty a trainload. this alone may be achieved quite simple, but i wanted it stackable and without the possibility for the 'no path' error. so here is my (maybe overcomplicated) solution:

selfdeactivating train-stops

i made a spreadsheet to calculate the buffer thresholds and a little more. i may work on that later on. an offline version can be downloaded at the end of the post.

this circuitry may become obsolete with factorio version 1.1, just read this FFF 361. i'll try to adjust the blueprints if necessary.
loading/unloading buffer chests:
i got this circuitry a long time ago in a multiplayer game. i cannot recall who made this, so credits go to another random factorian!
just found an official source at the factorio wiki.

this setting makes shure all chests are at an quite even storage level and incoming trains will always be unloaded with 6 inserters (into the buffer chests). loading and unloading are capable of consuming a full blue belt of items (with stack size >10).

equal unloading
station lane balancer
as the belts and lanes may be consumed uneven i decided to put a 4-belt balancer into the station setup. but this one is kinda special as it also balances lanes (as soon as it backed up a little). i found it ages ago, the only source i have is this picture. it was important to use input balanced versions to consume all 4 (or 8) wagons evenly, the only necessity for the output were 4 compressed belts.
The Smelter
link: factorioprints

inspired by this topic: 4x0,833 belts (ore) go in, 4 belts (plates) come out; uses the minimal amount of furnaces per belt.
i don't think i have to explain anything here, otherwise feel free to ask!
Circuit Book (Green/Red/Blue)
link: factorioprints

various designs for circuits, everything should be explained in the description. as said above: feel free to ask my anything ;)
The Refinery
link: factorioprints
level indicator
the 'refinery storage big' has a level indicator which can be adjusted to your needs. before i made this i used displays with coulours which used one combinator per lamp. i wanted something more compact, so here it is:

the level indicator consists of 9 lamps (which can be de-/increased without problems) and a handfull of combinators. it can handle any signal (except virtual-signal-blue) and you only need to adjust a single combinator. it uses 4 colours (red-yellow-cyan-green; from low to high)!

4-colour level indicator
Tileable Kovarex
link: factorioprints
kovarex enrichment
i dont know why this kind of signalling wasn't posted on the energy subforum, yet. its super simple and kind of module safe. this is for late game only, as stack inserters must be able handle 10 items per swing and enough productivity modules 3 must be provided.

example kovarex enrichment step by step

the example shows a part of a longer centrifuge chain (just like in the linked bp). it can be modified to be self-feeding, but that would require priming of each centrifuge. using lower tiers of productivity modules or adding them after the centrifuges started working will clog the system eventually. speed modules in the centrifuges are no problem at all.

pros:
  • can be infinitely extended in a row
  • quite compact
  • simple circuitry
  • can be used as self feeding standalone centrifuge
cons:
  • needs t3 productivity modules in centrifuges before usage (workaround: no or speed modules)
  • if used as self feeding standalone each centrifuge it will need priming first
  • may be problematic with blackouts (i'm not shure)
  • stack inserters must be able to handle 10 items
The Reactor
link: factorioprints


its making was inspired by this creation. but it didn't work as i hoped. so i fiddled around and made 4-reactor tiles which can output true 640MW, most tileable reactors won't manage that (due to limited water, steam or heatpipe throughput).
reactor control
every reactor tile (4 reactors) has two large steam buffers (left and right). each buffer is big enough to store enough steam to go from zero to full energy consumption without power drops. as it is tileable each segment has its own 'intelligent' reactor control. it uses 3 combinators per 2 reactors. this system might be edited to work for smaller stand-alone setups using 2 combinators for the whole reactor.

reactor control

i used a combinator for each reactor to make it failsave. tileable setups are a little different than stand-alone setups which should work with 2 combinators.
45sps/2700spm All Science Book
link: factorioprints
belt mixer
nothing really special, i just like to show of this one ;)

4-4 belt mixer
module production
in case you need a potent, tileable module production.

module production
final thoughts
example setup
this is a suggestion for one of the science bps:

1x labs
1x science production

3-4 'all my circuits'

refinery:
1x sulfur/lube/acid
5x plastic
1x batteries
4x rocket fuel

smelter:
9x iron plates
15x copper plates
10x steel plates
3x stone bricks

save example
tl;dr
the promised offline spreadsheet:

Factorio station thresholds V1.1b.xlsx
(7.82 KiB) Downloaded 5 times

like i said in the introduction:
please feel free to ask questions or let me know what can be made easier/better. it may take some time for me to answer, but i will try my best.

you made it this far... thank you very much for reading. im looking forward for criticism and glorification.


the factory must grow...


english is not my first language, so please excuse clunky expressions or other mistakes. if something isn't clear, wrong or can be misunderstood, please let me know.
Last edited by ranzolger on Tue Nov 10, 2020 11:31 pm, edited 3 times in total.

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Re: regarding my blueprints and other neat things

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Re: regarding my blueprints and other neat things

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slartibartfast2
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Re: regarding my blueprints and other neat things

Post by slartibartfast2 »

Hey ranzolger, first I'd like to just say thanks so much for your hard work uploading and documenting these blueprints!

I'm a fairly new Factorio player (about 100 hours) and I've been using your circuits blueprints extensively and I absolutely love them.

I'm now starting to build my first "mini-mega" base - aiming at 500spm as a first goal, which requires me to bring in large quantities of raw materials. I don't have a lot of experience with trains and I'm looking at the outpost stations included with "The Smelter" for several of my deposits. However, there are a few things I can't quite figure out:

1. The station is meant for a train with 4 cars yet there is room for 5 cars (or a gap of one car length between the locomotive and the cargo cars). Is the assumption that every train has an artillery wagon? Or something else?
2. Any tips for how to build the train station to unload these materials? Basically a simple station connected to a stacker on both sides?

Thanks again!

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Re: regarding my blueprints and other neat things

Post by ranzolger »

all my bps use either 2-4-0 or 2-8-0 trains, so 2 locomotives and 4 or 8 cargo/fluid wagons. this explains the gap you mentioned. both locomotives face in the same direction, this will increase train acceleration by a large amount.

and for design of train stations... thats completely your decision and may depend on what you want to do. i personally prefer repeatable designs (like i used in all my bps). especially in areas where you need a couple of stations (ore deliveries to your starting base, or plates later on).
the stacker is only necessary in front of the trainstop(s), and only in case you use more than one train.

for a simple and short explanation have a look here.
something i read before using trains was this guide (even though it doesnt cover station design). its quite old, but still viable.

feel free to try different approaches, fail and succeed.

i hope i could help.

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