[0.15] My first Marathon factory

Clever and beautiful constructions, bigger than two chunks
- Defense: killing biters as an art
- Castles, Throne Rooms, Decorations (comfortable living in the Factorio World)
- Main Bus Concepts
- Modular Systems, Factory Streets, show how all works together
- Megabases
Please provide us with blueprints or saves, if that makes sense of course.
Forum rules
Clever and beautiful constructions, bigger than two chunks
- Defense: killing biters as an art
- Castles, Throne Rooms, Decorations (comfortable living in the Factorio World)
- Main Bus Concepts
- Modular Systems, Factory Streets, show how all works together
- Megabases
Please provide us with blueprints or saves, if that makes sense of course.

[0.15] My first Marathon factory

Postby iceman_1212 » Fri May 12, 2017 9:11 pm

I wanted to share my first factory of 0.15! It was on the new marathon settings (4x expensive recipes, 4x tech costs). I used no mods or console commands.

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The factory has a decentralized production structure which takes advantage of the global map-view feature of 0.15. Production takes place in three stages: (1) mining + production of key intermediates, (2) production of science packs and rocket part ingredients, and (3) research. Stages 1 and 2 are described in further detail below. Stage 3 is shown above.

The factory uses both belts and logistic bots. Belts are used for mining, smelting and the production of intermediates/science packs and research. Logistic bots are used at my "make everything" factory for producing modules, solar panels/accus and other equipment for making my factory.

Production
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Run-rate production is 350 science packs per minute along with 15 or so module 3s per minute (and ongoing equipment production to keep growing the factory), which is supported by ~110k iron plate per min and ~95k copper plate per min.

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Rail Network
The factory is interconnected by a two rail track. I use top & tail trains. The vast majority are 2-4-2, with some exceptions: the equipment/concrete/trash trains are all 1-8-1, the science train is 1-3-1 and the rocket component train is 1-4-1.

In order to simplify remote construction of the fairly large outposts that result from a decentralized style of production, I have a 1-8-1 equipment train which carries mining drills, furnaces, modules, beacons, roboports, construction bots, a handful of logistic bots (for character logistics at the various subfactories), rail track/signals/locos/wagons, etc. As nice as it is having 150 construction bots tied to 6 mk2 personal roboports, building outposts of this size is far easier with 500+ construction bots on "landline" roboports. There are radar at each of the outposts and sub-factories which let me monitor (and deconstruct) anything from anywhere.

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1. Mining and Key Intermediates
The marathon setting ramps up a number of costs, most notably that of green circuits (5 copper + 2 iron from vanilla's 1.5 copper + 1 iron), gears (4 iron plate vs. vanilla's 2 iron plate), and steel (10 iron plate vs. 5 iron plate). Imo, the UPS efficiency of a marathon factory lies in the optimization of the ore-to-intermediate production chain of these three key items. (My system specs are not the best: i5 3320m @ 2.4ghz laptop, integrated graphics.)

As such, production of these intermediates takes place at the mine. I use modular designs (which are pictured in the imgur album) for ore to green circuit, ore to gear, ore to steel and also ore to red circuit. Skipping the step of loading ore onto trains and unloading ore at a central smeltery (which was my approach for my last factory in 0.14) has the effect of eliminating hundreds of thousands of inserter interactions per minute. In my factory, a piece of ore is handled exactly once after it is pushed onto a belt. The same holds true for any pieces of iron/copper plate that go into green or red circuits.

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I use this mining setup (which was originally posted a while ago by BlakeMW) in order to reduce the # of active drills at any given time which helps with UPS. WIthout mining productivity research, it takes 23 drills in this configuration to saturate a blue belt. I'm on mining productivity 60 atm, and it takes around 15 drills to compress a blue belt.

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The green circuit module shown above is probably the most important module in the factory as marathon green circuits are quite resource intensive (5 copper + 2 iron vs. vanilla recipe of 1.5 copper + 1 iron). The pictured module produces one blue belt of green circuits per minute (2.4k/min). The layout is inspired by /u/davemcw's 0.14 green circuit build.

It took some gymnastics to be able to use a belt-based design to get all the ingredients into the green circuit assembler. The green circuit assembler has a crafting speed of 5.5 and consumes around 130 items per second at 100% runtime. This design has just over 90% runtime which was the best I could do without log bots.

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Ore-to-red circuit production pictured above. Coal and petroleum are shipped in.

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Above picture shows two gear production modules and two iron smelting modules, as well as examples of typical loading stations. There are 4 smelting lines in the picture above: two for gear production and two for general iron plate production (since things like electric mining drills require iron plate as an ingredient). In marathon, it takes 4 iron plate to make one gear.

I use circuit loading at most if not all of my outposts.

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Ore to steel module above. It produces one blue belt of steel. One steel costs 10 iron plate in marathon recipes.

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There are three of these petroleum refineries (above) in the factory, along with a fourth one that is dedicated to coal liquefaction (see below) for rocket fuel production.


2. Science Packs and Rocket Part Ingredients
Red/Green/Military science module below. The idea is that if I want to increase my base's science production, I can simply stamp down another one of these sub-factories (and my other science sub-factories) somewhere else on the map and then supply it with trains. The infrastructure is in place for Military Pack production but I still need to source coal and steel.

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Blue/Production science:

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High tech science below. Thanks to Mehve for helping clean up the design on the rows of copper cable/high tech science packs.

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RCU & LDS production:

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I use the coal liquefaction setup below to make rocket fuel. Water is shipped in from the center of the map. Note: this version is old and doesn't reflect the latest change to the recipe (the recipe now uses steam instead of water).

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Power
It was my intention to use nuclear power. Unfortunately, my starting patch yielded only 17 U-235 and I didn't find another patch for around 70 hours. So I resorted to solar panel production, which, surprisingly, turned out to be quite painless thanks to global map view along with a big blueprint (~5k panels, 4.2k accus) which included radar and a train track.

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Make Everything factory
Map view of my "make everything" factory below - this is the factory that built the factory. Input stacker is on the left and output stacker is on the right. Trains wait at the output stacker and are sent out to pick up stuff based on circuit conditions. For example, if steel drops below a certain amount, the steel train is dispatched. There's one main dropoff station, where trains of all sizes can unload into active provider chests. My other specialized trains have dedicated stations at this sub-factory (solar train, trash train, concrete train).

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Re: [0.15] My first Marathon factory

Postby Kelderek » Fri May 12, 2017 10:19 pm

Very cool factory!

I'm curious, do you only have 30 research labs or is that just one of multiple "modules" for that. I ask because your production number look like they may be much higher than the number of labs you've shown even with all those beacons.
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Re: [0.15] My first Marathon factory

Postby iceman_1212 » Fri May 12, 2017 10:26 pm

Kelderek wrote:Very cool factory!

I'm curious, do you only have 30 research labs or is that just one of multiple "modules" for that. I ask because your production number look like they may be much higher than the number of labs you've shown even with all those beacons.


Those are all of my labs. Having all of the lab research upgrades + beacons really speeds up science pack consumption rate per lab.
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Re: [0.15] My first Marathon factory

Postby Alfredeus55 » Sun May 21, 2017 8:40 pm

Nice Job!!! Looks Amazing!! How long real time verse game time did this take you?
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Re: [0.15] My first Marathon factory

Postby iceman_1212 » Tue May 23, 2017 10:54 pm

Thanks! I have 177 hours of game-time on that save using the "/time" command. The majority of the first 100 hours was spent at 60 UPS and the majority of the remainder was at 45+ UPS - it really only dropped to ~20 UPS once I had all science production going at the rate shown in my original post. So I guess I'd estimate ~200 hours of real-time?
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Re: [0.15] My first Marathon factory

Postby Ober3550 » Sat Jun 17, 2017 1:40 am

Nice base! I've personally managed to finally make 1 half of a yellow belt of each science 400/min and am now aiming for 1 half of a red belt. Wish me luck!
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Re: [0.15] My first Marathon factory

Postby vanatteveldt » Sat Jul 29, 2017 1:02 am

Well done!

I'm doing a marathon base as well, but decided to go beltless... I never considered placing speed beacons on mining patches, doesn't it bother you that the center part of the beacon row isn't mined?

What is the reason for centralizing labs and shipping all research packs, instead of keeping the lab at the science outpost? Or do you have separate outposts for the different science types?

I guess rocket science would need to be distributed, but that seems like less work than shipping all the other science packs..?


I was planning to create more scalability by using 'multiplexer'/depot stations (inspired by an earlier forum thread): the iron depot would consist of iron drop-off train stations (from the smelters) and iron pickup stations (e.g. from the circuits) and would help in load balancing and to reduce the amount of intersections by having dedicated rail lines where possible. But first I need to clear a gazillion biters to make room... :)
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Re: [0.15] My first Marathon factory

Postby iceman_1212 » Tue Nov 14, 2017 5:33 pm

vanatteveldt wrote:Well done!

I'm doing a marathon base as well, but decided to go beltless... I never considered placing speed beacons on mining patches, doesn't it bother you that the center part of the beacon row isn't mined?

What is the reason for centralizing labs and shipping all research packs, instead of keeping the lab at the science outpost? Or do you have separate outposts for the different science types?

I guess rocket science would need to be distributed, but that seems like less work than shipping all the other science packs..?


I was planning to create more scalability by using 'multiplexer'/depot stations (inspired by an earlier forum thread): the iron depot would consist of iron drop-off train stations (from the smelters) and iron pickup stations (e.g. from the circuits) and would help in load balancing and to reduce the amount of intersections by having dedicated rail lines where possible. But first I need to clear a gazillion biters to make room... :)


Sorry for the (extremely) delayed response. Have not had much gaming time as of late :(

The reason for shipping science to central labs is because my science production takes place at separate facilities. I have five facilities dedicated to production of science and rocket part ingredients: one for red/green/gray, one for blue/purple, one for yellow, one for assembly of RCU and LDS and, finally, a coal liquefaction setup that directly produces rocket fuel.

I chose to do beacons on miners (at the expense of the left-over strip of ore) because of UPS. In this save, it only takes ~4 active mining drills to saturate a blue belt and my understanding is that the game engine puts inactive mining drills to sleep. Furthermore, I tend to underdraw from ore patches - in other words, if a beaconed setup on an ore patch is capable of outputting, say, 4 constant blue belts worth of iron ore, I would only draw one blue belt worth of output from the patch.

The downside of this approach is that initial setup of the factory takes longer. The upside is that once you set up an outpost, it lasts for an extremely long time. In this save, I depleted ~1-2 of ~20+ outposts.
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