Map:
Here is the 0.12.7 savegame: http://www.mediafire.com/download/mifzc ... actory.zip
Please give a feedback, so i can improve my factory.
PS: Yeah i found out thats it possible to view the full forumimages by scrolling out with CTRL.
I do favor the circles since they are simple, expandable and easily repeatable (circles can have 4 chain signals at cardinal points around the circle with normal signals at each entrance/exit). But, the argument against the circle right after your import area, is that trains that leave have only two choices, up or down and trains returning should be entering the import station with few exceptions. Considering those limited options, the circle should be replaced by two overlapping horizontal "Y"s. The only overlap is between outbound to the south and inbound from the north. This practice can also be taken to each outpost. The inbound railroad should lead into the outpost station (as you currently have it) and the outbound leg should loop around for the return trip.MisterSpock wrote:Yes the rail loops are not good. how do u fix it?
Loops being good or bad is very much a matter of personal taste. There's pros and cons to both, but if you're looking at high throughput stations with multiple platforms, you will get by far the best performance with loops.MisterSpock wrote:Yes the rail loops are not good. how do u fix it?
https://forums.factorio.com/forum/vie ... =8&t=13269MisterSpock wrote:The weakest point at this kind of layout are the outpost. Especialy the close ones. For example i lost 20 repairbots in a single attack wave. Atm i dont know a mechanism to autorefill the repairbots.
2. Problem Biters like to eat my large electric pole between my outpost.
... and which no one else consider sub-optimal. Well, except for vertical stations. Vertical stations don't allow as many inserters, since that's an engine quirk, but loops and rotary junctions are fine, and there are a lot of drawbacks to the train layouts you inevitably suggest.MadZuri wrote:First off, I consider the train system a mess. Loops, roundabouts, vertical stations, less than max inserter count stations, all of these things I consider sub-optimal.
I did build it part for part. No starter-factory. I did start with the smelting area and proceed with the science part. Then Oil, Chip, Solar, Rails. I planned the design on paper. I did only build 8 furnances in the beginning and continusly update it. Difficult to see but there are space between the furnances: http://steamcommunity.com/sharedfiles/f ... =520752799Svenvbins wrote:Wow, that looks really nice May I ask how you "start" a factory like this one? I don't suppose you start with this blueprint right away, since you'd have to walk huge distances and might not know how much space you'll need later. Do you first build a basic base and then when you have a decent supply of building material slowly start?
I mean, starting to build some 100 smelters to start with is massive overkill, but leaving a huge open space to build them later on seems silly as well. Any tips appreciated, I hope to make a nice base as this one one time
yes, but in real its ~ 25 or less cause, the lack of compressionLordFedora wrote:Isn't blue ~30? i thought it was 3x yellow
To get full cocmpression on a single blue belt you need to use a splitter to combine 2 into 1 if you are loading it with insertersMisterSpock wrote:yes, but in real its ~ 25 or less cause, the lack of compressionLordFedora wrote:Isn't blue ~30? i thought it was 3x yellow