Endgame designs
- MisterSpock
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Endgame designs
I have already posted a bit. But this is a summary.
Have fun!
Base Overview
Circuit Production
Walls, Capsuls, Moduls and Solarstuff
Smelting
Trainnetwork
Oilrefinering
speeded Oilpumping
Science
SolarFarm
MainTrainStation
Outdated Steampower
Defended Crossway
a Outpost
Savegame:
http://www.mediafire.com/download/6k527 ... ndgame.zip
Greatest Problem is the frameratedrop to ca. 35 fps. (Intel i2500 quad)
I have played for 38 hours: Destroyed trains and building new outpost takes me the most time.
I dont know how much polution is normal but i encountert over 200.000 bugs. Mostly Tier 3.
Trains are ok but they always stop when crashing into big bitters and getting attacked.
The facility is able to smelt and use over 10000 Ore per min.
I was to lazy to set up new outpost. So you cant see the true potantial
Have fun!
Base Overview
Circuit Production
Walls, Capsuls, Moduls and Solarstuff
Smelting
Trainnetwork
Oilrefinering
speeded Oilpumping
Science
SolarFarm
MainTrainStation
Outdated Steampower
Defended Crossway
a Outpost
Savegame:
http://www.mediafire.com/download/6k527 ... ndgame.zip
Greatest Problem is the frameratedrop to ca. 35 fps. (Intel i2500 quad)
I have played for 38 hours: Destroyed trains and building new outpost takes me the most time.
I dont know how much polution is normal but i encountert over 200.000 bugs. Mostly Tier 3.
Trains are ok but they always stop when crashing into big bitters and getting attacked.
The facility is able to smelt and use over 10000 Ore per min.
I was to lazy to set up new outpost. So you cant see the true potantial
Watch my new screenshots here: http://steamcommunity.com/profiles/7656 ... =imagewall
- MisterSpock
- Fast Inserter
- Posts: 102
- Joined: Mon Jun 16, 2014 8:11 am
- Contact:
Re: Endgame designs
Ive sitting on a lot of speeded oilpumps. Im not sure. Its 2 weeks since last play. I think: 6 till 8 are running while full production.
Watch my new screenshots here: http://steamcommunity.com/profiles/7656 ... =imagewall
Re: Endgame designs
Holy crap Spock. Very nice base you got there, lots of biters too! looks like a blast!
Re: Endgame designs
Endgame? Looks like you're just beginning!
Your base inspired me to find a way to coordinate train shipping and sorting without using multiple stations/addresses at each base. Each base/outpost would have an import and an export station that would automatically handle items delivered and items to be shipped for every train. A fun problem that doesn't have a good solution yet.
As for outposts, I think a separate station should be set up to automatically package a new train and wagon for all the building material a new outpost would require.
So I guess you worked out the problems with your major railroad intersection?
Your base inspired me to find a way to coordinate train shipping and sorting without using multiple stations/addresses at each base. Each base/outpost would have an import and an export station that would automatically handle items delivered and items to be shipped for every train. A fun problem that doesn't have a good solution yet.
As for outposts, I think a separate station should be set up to automatically package a new train and wagon for all the building material a new outpost would require.
So I guess you worked out the problems with your major railroad intersection?
- MisterSpock
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Re: Endgame designs
Thats a huge problem. i may post soonDerivePi wrote:So I guess you worked out the problems with your major railroad intersection?
Watch my new screenshots here: http://steamcommunity.com/profiles/7656 ... =imagewall
Re: Endgame designs
How can you not use Robots? How can you organize everything with belts? You sir are a true warrior.
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Re: Endgame designs
Interesting enough, the biters have this evolution process that is with the teirs. The process goes that the spawners will suck any pollution in the air and evolves. The problem is that you are creating the pollution. So, I've been trying to figure out a way to remove that as much as possible, but it is still (I for myself) too high.
Plz ignore the steam engine, but that's my emergency power.
Plz ignore the steam engine, but that's my emergency power.
- Attachments
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- My second OutPost's pollution
- Factorio pollution.PNG (259.03 KiB) Viewed 59768 times
Re: Endgame designs
i like your main train station, if only i would need more ore's of anything currently i would create something similar.
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Re: Endgame designs
humm... well i guess i cant call my self good at the game anymore. Epic world I have only just got the game and am slowly learning all its new little tricks (currently im trying to find out how to use the drones)
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Re: Endgame designs
The trains stations are for getting tech, i have set up for my ores to place my main base.
Re: Endgame designs
When I clicked on one of the images in OP I got a prompt to update android from the host site. Seems legit...
Re: Endgame designs
Lovely necro here.
For what it's worth, the images load just fine on my desktop.
Given the nature of the content, I wouldn't want to browse these on my phone anyway, assuming I had a choice.
For what it's worth, the images load just fine on my desktop.
Given the nature of the content, I wouldn't want to browse these on my phone anyway, assuming I had a choice.
Re: Endgame designs
I have not seen the factory in action but from what I see from the picture it looks like a lot of the smelters are not doing anything. The method I find that works the best is the design below.
All furnaces go at max speeds and can be scaled between 8-16 furnace designs. If you need more output build a second line.
Re: Endgame designs
Furnace layout (assuming iron or copper ores with steel or electric furnaces)
standard belt max throughput = 12 items/sec or 6 per side
- number of miners required to fully load = 12 per side
- number of furnaces required to fully smelt - 11 per side
Fast belt max throughput = 20 items/sec or 10 items per side
- number of miners required to fully load = 19 per side
- number of furnaces required to fully smelt - 18 per side
Express belt max throughput = 30 items/sec or 15 per side
- number of miners required to fully load = 29 per side
- number of furnaces required to fully smelt - 26 per side
OR - assuming 2 level 3 speed modules in each electric furnace (which will never make sense to me)
- number of furnaces required to fully smelt - 13 per side as displayed in the Vulcan's enormous smelting facility
standard belt max throughput = 12 items/sec or 6 per side
- number of miners required to fully load = 12 per side
- number of furnaces required to fully smelt - 11 per side
Fast belt max throughput = 20 items/sec or 10 items per side
- number of miners required to fully load = 19 per side
- number of furnaces required to fully smelt - 18 per side
Express belt max throughput = 30 items/sec or 15 per side
- number of miners required to fully load = 29 per side
- number of furnaces required to fully smelt - 26 per side
OR - assuming 2 level 3 speed modules in each electric furnace (which will never make sense to me)
- number of furnaces required to fully smelt - 13 per side as displayed in the Vulcan's enormous smelting facility
Re: Endgame designs
Nice breakdown. I never have gotten that particular ratio worked out. Now I can add smelting to my list of perfect ratios
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Re: Endgame designs
The defend crossway is very good but I would double up the walls and add gates to the tracks
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Re: Endgame designs
That's what you get when some necros a thread like this... These screenshots are from the pre-gates era... (possibly pre-spitters as well actually)oliverpowerboy wrote:The defend crossway is very good but I would double up the walls and add gates to the tracks
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
Re: Endgame designs
Coming up on the next update, you can set the steam engines to run only when needed
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Re: Endgame designs
My thanks to the OP. I'm a new player and this base completely inspired me to make my new one in the same manner. I've learned a lot. Thank you again.