The Begining: Treebranch
This was before the rocket silo came out so it was just the normal rocket defense system. I had set up my factory treebranch style following the videos/ tutorials by MangledPork Gaming (Bentham) on Youtube.
It is a fine way of setting up a starting factory but I noticed that in end game playing production was very limited due to the capacity of tier 3 belts. This bothered me and I wanted to take things to a next level.
Map Image:
![Image](https://forums.factorio.com/images/ext/c32e3942c489cb2f707c653fb102dc6f.png)
Save File: Below
The Learning Curve: Westland-Saart
By way of new challenge I set all of the Oil settings in the World Generator to the absolute least as to promote far away base building and the necessity to work with trains. Eventualy the 'treebranch' factory hit
its production ceiling and also due to the 'standard' richness of both Iron and Copper they where both instantly drained of all ores. As soon as I set up one new mine another ran out. So onto a new save I said to myself
although I had learned a huge lot of this save.
Map Image:
![Image](https://forums.factorio.com/images/ext/ed51846bf18972aad50cdaec913b0f0c.png)
Save File: Below
Arpal-Frints: My Biggest Creation
The next challenge I set for myself was by far the most daring. Following Bentham's idea for factorio towns I told myself no base was allowed to make more than two items (A bit more extreme than the MangledPork
series). This would result in several small bases each making their own items. For example there is one huge base for smelting Iron and only Iron. Every base that needs its own Iron i.e. the Steel smeltery has to send
its own train to pick up the needed items. I realise that I am by far not the first to do this. However I also put upon myself the limitation of not using belts. Anywhere. I am appointed to trains and logistic bots only
and frankly it works WAY better than any belt system I've ever seen. Again I put the Oil settings to the bare minimum, but this time I put the size and richness of Iron and Copper deposits slightly higher as to not
having to set up new mining outposts all the time. Making as much Modules per minute as possible was the next goal and for the moment my production, as measured by production of copper wire, peaks at 47.7k/min.
Map Image:
![Image](https://i.imgur.com/ZqwBwYb.jpg?1)
Save File: Below
The factory uses about 1.0 GW provided by 28k solar panels and 25k accumulators. The train network occasionally suffers from gridlocks wich I have to clear out manualy. This is my greatest concern and I wonder if
anyone has found a permanent solution to this. By use of Productivity Modules and Efficienty Modules I have increased the oil processing throughput (from Crude Oil to Plastics) by 57.12% without increasing polution/ energy
consumption. With only 69 active Pump Jacks I am able to produce 77 Crude Oil Barrels/min due to the extensive use of Beacons and Speed Modules. The number of active trains I have running must approach 200
though I am still working in 0.12.35 so there is no way of telling really. I am frightened to update to 0.13.1 because I think all of my systems would get wrecked because the changes in length and capacity of trains.
I sincerely hope I get answers or questions. In all my time browsing the interwebs I haven't encountered any bigger train based base. I am confronted by several problems in optimising production (i.e. the gridlocks) and
I'm hoping you guys can help me out some. Also I'm wondering if there are others like me with an endless love for trains and their possibilities. Please feel free to answer/ ask and I will try and reply asap.
Sorry for any linguistic mistakes I may have written, English isn't my mother tongue.
As always I greet you fellow addicts!
Graiver