501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods

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.
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Clever and beautiful constructions, bigger than two chunks
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spiral_power
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501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods

Post by spiral_power »

old subject: 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

501M rockets launched / 569 kspm / 17.6k hours / 1.1.61 stable with Bob's mods is here.
400M rockets launched / 569 kspm / 14.6k hours / 1.1.53 stable with Bob's mods is here.
300M rockets launched / 569 kspm / 11.6k hours / 1.1.38 stable with Bob's mods is here.
200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods is here.
100M rockets launched / 569 kspm / 1.0 stable with Bob's mods is here.


This is a factory which is yet constructing, but ver 1.0 is coming soon, so I show you my factory before 1.0 comes. After 1.0 comes, I will show you again, may be in 2020, after 100M rockets launched. This is not a complete factory. I always tweak my factory.

t_1.png
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t_2.png
t_2.png (11.76 KiB) Viewed 12920 times

hmm... how can I set open/close button [+]?

Settings
  • 0.17.79 stable & Bob's mods
  • YES: God modules, much resources
  • NO: enemies, pollution, cliff, productivity bonus bug, QoL mods
Records
  • 50M rockets launched & 381 kspm research
  • UPS 45-50 on my PC ( Ryzen 2700X/DDR4 16GB 2666MHz) Unfortunately my 32GB better latency memory modules had broken ( waiting for replacement shipping ), so now I am using temporary ones. This decreases UPS about 5 I think.
  • About 2.5 REAL days/ 1M rockets ( you may see detail below )
  • Stack inserter capacity 90 now ( growing, 90β†’93 1.8 months, 93β†’96 3.6 months,... )
  • Mining productivity +57630 % ( sufficient high so closed researching, good for UPS )
  • Totally running 3.7k hours in game time
I will swith to newer stable version and improve this factory, upper limit may be 500 kspm in my PC with good ( around 50+ )UPS including 0.18 performance improvements changed/additional Bob's recipes.

History
  • Jun 2019 Game start with 0.17.45,1st rocket launched
    (from Jul to Nov I played an other map)
  • Dec 2019 develop version at mall ( 5.8kspm )
  • Feb 2020 product version start (77kspm)
  • Mar 2020 1M rockets, 287kspm
  • Apr 2020 10M rockets
  • May 2020 Mining research closed
  • Jun 2020 381kspm
  • Jul 2020 50M rockets
Twitter moment ( many pictures of history but text in Japanese )

Points
  • I want to launch many rockets and do infinite research. I prefer higher ( spm * UPS ), long term ( hundreds, thousands hours ) stable running, less trouble, robustness, maintainability.
  • Train & inserter base factory, No belts, No bots except fuel recharge & mall.
  • Faster item transportion, I adjust EACH inserters ( fastest 90 items/2 tick now )
  • Less access to entities, I adjust some inserters delay.
  • Sure, less train running is better UPS, I didn't know this map's ceiling so I made a large site first, now I know it is about 500 kspm, I'm reducing my factory to fit it and optimizing train routes.
  • No productivity bonus bug, it is fair ( no cheat ),I should adjust speed to 1 tick/recipe. Example, 1 second recipe's speed shouldn't over 60 and 60 is best for UPS.
  • High customizability of inserters and higher level modules, no productivity bonus bug usage make a factory odd visualization compared with vanilla ones.
  • I repeat destruction and construction, again and again, mall supports me, auto provision, stock and recycle.
  • Train sceduler that uses commands very very useful for me, nor I COULD NOT finish and start main area.
  • Science packs. YES: red,green,blue,purple,yellow,white. NO: violet( closed researching ),black
  • Trains 4 locomotives + 32 cargoes, 200+ lines, with some equipment ( equips MANUALLY )
  • No enemies so no alien research, no powerful train equipment ( vehicle fusion reactor MK6 ). This may decrease UPS some. I can create the equipment by using console command, but I don't do at the moment.
  • In future, I MAY USE productivity bonus bug in this map, it may does good UPS and 1,000kspm research, but it must be very hard work that all recalculation and reconstruction.
Save file

File size 200MB, Memory Usage 5GB
https://drive.google.com/file/d/1wvSp3K ... sp=sharing

Reference, vanilla 1M rockets/7kspm map which is better UPS somewhat common one, you can compare what are different.(File size 100MB, Memory Usage 4GB)
https://drive.google.com/file/d/1x6ks-w ... sp=sharing

Calcs

Sorry in Japanese but there is an inserter cheat sheet.
https://docs.google.com/spreadsheets/d/ ... sp=sharing

Pictures

Records
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rc_3.png
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Overview
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ov_4a.png
ov_4a.png (864.46 KiB) Viewed 12920 times
Last edited by spiral_power on Tue Aug 02, 2022 11:20 am, edited 6 times in total.

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Re: 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

Post by spiral_power »

Inserters adjustment and customization
Load/Unload inserters are all one-way=1 tick, I reduce inserters work time as possible.
For reduce accessing entities, from assembling machines to chests, I can't use circuit to read "assembling machines' chests", I make inserters slow ( configure and/or use lower speed ones).
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ic_5.png
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No productivity bonus bug
Iron gear wheel: 0.5s β†’ speed limit 30
Iron plate: 3.2s β†’ speed limit 192
Engine unit: 10s β†’ speed limit 600
Iron pipe: 0.5s β†’ speed limit 30 but no productivity modules are used so no bug there ( it shows speed 462 but it works as speed 30 )
Rocket fuel: 30s β†’ speed limit 1800 but speed up limit is +32768% so I set speed 1150.1 (+32760%)
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Re: 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

Post by spiral_power »

Typical train schedule
Equal devided load and unload
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ts_2.png
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Process block pattern
single ( nomal performance, almost all)
2 series ( somewhat good performance, rocket fuel )
4 series ( very good performance, silo, lab... lab should be 2 series )
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Mall
maill_1.png
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mall_2.png
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Re: 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

Post by spiral_power »

additional description

Train-Assemble structure
  • (C)argos=32 is a quantity of cargoes that trains have.
  • (P)ieces is a quantity of unit of assembles that (S)eries have. A unit has C/P cargo length. Higher if assemble is easy and/or more needed, lower if assemble is complex and/or less needed.
  • (T)rain stations should be less and should be shared by other type's assembling units to reduce resource supply trains.
  • (S)eries increase for performance and/or avoid high (I)sland count. Because almost one train has one kind item, if well mixed loading this make less sense ( as most of vanilla setups ).
  • (I)sland has (S)eries of (P)ieces unit of assembles and T/S stations, in other words, has S*(P)ieces unit of assembles and (T)rain stations. Island may be multiple.

Red SP: (P)ieces=8, (S)eries=1, (I)sland=1. Green and blue SP also.
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Satellite: (P)ieces=4, (S)eries=1, (I)sland=3.
Yellow circuit: (P)ieces=4, (S)eries=1, (I)sland=1.
Red Circuit: (P)ieces=4, (S)eries=1, (I)sland=1.
Blue Circuit: (P)ieces=2, (S)eries=1, (I)sland=1.
Radar: (P)ieces=2, (S)eries=1, (I)sland=1.

Train share example: copper ore,#1-8 unload stations there.
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Silo: (P)ieces=4, (S)eries=4, (I)sland=4.
Rocket fuel: (P)ieces=4, (S)eries=2, (I)sland=3.
silo1.png
silo1.png (736.99 KiB) Viewed 12480 times

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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

100M rockets launched / 569 kspm / 1.0 stable with Bob's mods
Updated from July 2020, 50M rockets / 381 kspm / 0.17.79 stable with Bob's mods

This is a factory which is yet constructing, I always tweak my factory.

1-1.png
1-1.png (6.37 KiB) Viewed 11899 times
1-2.png
1-2.png (457.5 KiB) Viewed 11899 times
1-3.png
1-3.png (55.92 KiB) Viewed 11899 times

Settings Records
  • 100M (1ε„„ in Japanese ) rockets launched & 569 kspm research
  • UPS 45-50 on my PC ( Ryzen 2700X/DDR4 32GB 2666MHz).
  • About 1.6 REAL days/ 1M rockets launch.
  • Stack inserter capacity 93 now, growing, soon 93 β†’ 96.
  • Mining productivity +57630 % ( sufficient high so closed researching, good for UPS )
  • Totally running 5.7k hours in game time
History
  • Jun 2019 Game start with 0.17.45,1st rocket launched
    (from Jul to Nov I played an other map)
  • Dec 2019 develop version at mall ( 5.8kspm )
  • Feb 2020 product version start (77kspm)
  • Mar 2020 1M rockets launched, 287kspm
  • Apr 2020 10M rockets launched
  • May 2020 Mining research closed
  • Jun 2020 381kspm
  • Jul 2020 50M rockets launched, first post my factory to this thread.
  • Aug 2020 update apply 0.17.79 β†’ 1.0, Bob's mods 0.17.x β†’ 1.0.x except Bob's revamp mod, revamp mod 0.17.x β†’ 0.18.2
  • Oct 2020 update apply Bob's revamp mod 0.18.2 β†’ 1.0.x, 569kspm
  • Nov 2020 100M rockets launched
Twitter moment ( many pictures of history but text in Japanese )

Points
  • I want to launch many rockets and do infinite research. I prefer higher ( spm * UPS ), long term ( hundreds, thousands hours ) stable running, less trouble, robustness, maintainability.
  • Train & inserter base factory, No belts, No bots except fuel recharge & mall.
  • Faster item transportion, I adjust EACH inserters ( fastest 90 items/2 tick now )
  • Less access to entities, I adjust some inserters delay.
  • Sure, less train running is better UPS, I didn't know this map's ceiling so I made a large site first, now I know it is about 800-1000 kspm, I'm reducing my factory to fit it and optimizing train routes.
  • No productivity bonus bug, it is fair ( no cheat ),I should adjust speed to 1 tick/recipe. Example, 1 second recipe's speed shouldn't over 60 and 60 is best for UPS.
  • High customizability of inserters and higher level modules, no productivity bonus bug usage make a factory odd visualization compared with vanilla ones.
  • I repeat destruction and construction, again and again, mall supports me, auto provision, stock and recycle.
  • Train sceduler that uses commands very very useful for me, nor I COULD NOT finish and start main area.
  • Science packs. YES: red,green,blue,purple,yellow,white. NO: violet( closed researching ),black
  • Trains 4 locomotives + 32 cargoes, or a few 1 + 8, 200+ lines, with some equipment ( equips MANUALLY )
  • No enemies so no alien research, no powerful train equipment ( vehicle fusion reactor MK6 ). This may decrease UPS some. I can create the equipment by using console command, but I don't do at the moment.
  • In future, I MAY USE productivity bonus bug in this map, it may does good UPS and 1,000kspm research, but it must be very hard work that all recalculation and reconstruction.
  • Because some recipes changed in 1.0 with Bob's mods, i.e. new satellite recipes, UPS drastically improved from 0.17.x and I could expand my factory.
  • Gas venting pumps speed can set 60 ( normal speed is 5 ) in 1.0, i.e. 1 recipe / tick, it makes UPS better.
Save file

File size 200MB, Memory Usage 5GB
https://drive.google.com/file/d/1t0uKLB ... sp=sharing

Reference, vanilla 1M rockets/7kspm map which is better UPS somewhat common one, you can compare what are different.(File size 100MB, Memory Usage 4GB)
https://drive.google.com/file/d/1x6ks-w ... sp=sharing

Pictures

Records
1-4.png
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1-5.png
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1-6.png
1-6.png (668 KiB) Viewed 11899 times

Overview
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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

Rocket silo
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RTG
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Uranium processing
Using flare stack mod for disposing of uraniumu-235, no Kovarex enrichment process
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mall
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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

chunk border issue
First, I made 16*1 pattern for sodium hydroxide but that didn't work well because chunk border issue. I made 8*2 pattern.
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sulfuric acid
Sulfuric acid processing that well optimized and controlled by circuits. Reds are loaders, yellows are buffers.
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science packs
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lab
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3-8.png
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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

updating
1: 0.17β†’1.0 ( only revamp 0.18.2 )
2: full 1.0 ( revamp 1.0.x )
3: 381β†’475kspm
4: 475β†’569kspm
EkUlIdSVoAAvRoY.jpg
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EkUlHuqVoAA5Fw7.jpg
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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by LiquidInsight »

This is amazing! It's hard to imagine that many science packs per minute. A very cool build.

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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by ptx0 »

I am working on similar. train-to-train everything for 1 million SPM though I'm using Deadlock's stacking beltboxes and Stacked Mining directly into trains..

my advice is take what you can from productivity bug exploit - it's actually not that easy to hit, at least, not with my current build layout style. not a lot of recipes are in the ballpark of exploiting it.

but we've got very different ideas of how to use trains. I see you are using chain signal at the exit of stackers, and the trains wait for multiple stations in a single stacker..

on my system, i'm using rail signals on the exit, and so I must ensure the stacked in/out trains do not share a stacker. this is better for UPS - chain signals are more overhead.

you can also use Schall Recipe Scaling to ingest proportional amounts.

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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

Hi, My English may not good.
I am working on similar. train-to-train everything for 1 million SPM though I'm using Deadlock's stacking beltboxes and Stacked Mining directly into trains..

you can also use Schall Recipe Scaling to ingest proportional amounts.
Deadlock's stacking beltboxes and Stacked Mining, Schall Recipe Scaling are good for UPS, I agree it.
But may be I don't adopt them because I prefer PLAIN Bob's mod.
Using third-party mods is endless, I can't distinguish it if they are cheat or not.
This is just my policy.
my advice is take what you can from productivity bug exploit - it's actually not that easy to hit, at least, not with my current build layout style. not a lot of recipes are in the ballpark of exploiting it.
Assemble max speed is 1150.1 ( +32760% ) or so, i.e. recipe time less than about 20 s brings productivity bug exploit, almost all recipes at PLAIN Bob's.
If you use Schall Recipe Scaling mod, it may not.

but we've got very different ideas of how to use trains. I see you are using chain signal at the exit of stackers, and the trains wait for multiple stations in a single stacker..

on my system, i'm using rail signals on the exit, and so I must ensure the stacked in/out trains do not share a stacker. this is better for UPS - chain signals are more overhead.
I could not understand them, please show me some pictures for explain them if possible.
I don't use stacking mods, my and your better train usage may not be same.

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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by ptx0 »

cheating
i also think in terms of cheating or not, which is why I don't have God modules enabled, and I have speed penalty for productivity modules, in Bob's :-)

I didn't even think about using Pure Productivity modules until yesterday, to overcome beacon limitations. i don't use bots - except for in my main mall base. because they are CPU expensive in comparison to inserters but I feel they remove some of the fun. maybe later, if I still can't reach my goal, I will use them to continue the base progression. my goal is to have fun, not torture myself.

for me, stacked mining isn't really a 'cheat', because, this is not my first attempt at this. last time I tried to do 1 million science per minute, I did naive approach at first and put everything on trains, on demand delivery. this was terrible. It was miserable performance and I started rebuilding it with direct insertion everywhere, mining into furnaces, oil pumpjacks straight into refineries.

but still, ran into game engine limitation with performance... in order to move that many science packs per minute, the game starts to suffer. I added Schall Machine Scaling in an attempt to overcome, but it's not the number of assemblers/furnaces at that point, but the number of inserters and, locating resource patches that are nearby the things you want. I eventually used the editor just to see if it's possible, placing resource patches and inserters galore. it was about 38 UPS just with 1 million science per minute of Utility science.

so I've made it my mission to keep 60 UPS and attain 1 million UPS for all sciences.

at the time, stacked mining mod did not exist unless you use Omnicompression, which I felt was too much functionality for simple thing I wanted - getting stacked ores directly from the ground, allowing me to produce everything stacked up to the final Science pack stage, where I unstack it before loading into labs.

so our goal is a bit different. and with different goals, come different view of what is acceptable or not. I have Ultimate Belts, stacking mod, and fast train fuel but I spread outposts 10km+ away. it's a very fun playthrough I've spent more than 500h on.
stackers
your stacker is designed:

incoming -> chain -> [rail>chain, rail>chain, rail>chain, rail>chain, ...] -> [station, station, ...] -> outgoing

whereas mine are:

incoming -> chain -> [rail>rail, rail>rail, ...] -> station -> outgoing
incoming -> chain -> [rail>rail, rail>rail, ...] -> station -> outgoing

because trains waiting at chain signal repath every n seconds, starting at 5 and increasing i think to like 60 seconds? if they're idle very long time. i'm not sure how long the interval is. but rail signal is better for performance. it is harder to design for, because you cannot overlap the segment between the stacker, and their intended stations.

old iron smelting:
Image

new style iron smelting, you can see i don't overlap the stackers, so it results in .... interesting looking build:
Image

this whole outpost is all dedicated to blue science:
Image

simple part of it, some resin boards for circuits:
Image
map view:
Image

complicated build, 3-in, 1-out:
Image
Image

another restriction, i don't want unnecessary inventory transfers.. so i don't have buffer chests outside of the train like you do.

to workaround the complicated build requirements for circuits, i have this bedlam occurring; a train goes and gets resin boards, and then ideally unloads all of them while picking up circuits, then goes and hopefully unloads all of those to pick up electronic circuits, but sometimes you see it gets stuck with things. it doesn't grind to a halt anymore, since i discovered that the productivity bug was causing imbalances. now I use scaled recipe to avoid the bug entirely unless it's a build where I've got essentially infinite inputs and void excess byproduct - i.e. water electrolysis.
Image
Image

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Re: 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

Post by spiral_power »

your stacker is designed:

incoming -> chain -> [rail>chain, rail>chain, rail>chain, rail>chain, ...] -> [station, station, ...] -> outgoing

whereas mine are:

incoming -> chain -> [rail>rail, rail>rail, ...] -> station -> outgoing
incoming -> chain -> [rail>rail, rail>rail, ...] -> station -> outgoing

because trains waiting at chain signal repath every n seconds, starting at 5 and increasing i think to like 60 seconds? if they're idle very long time. i'm not sure how long the interval is. but rail signal is better for performance. it is harder to design for, because you cannot overlap the segment between the stacker, and their intended stations.

& pictures
Thank you. I understand what you say. You are partly right.
But this is not a trivial task because longer train running brings somewhat worse UPS, I feel that is effective, and I prefer better maintainability, easy to expansion, easy to update 0.17.x→.1.0, 1.0→1.1.9. 8-)
another restriction, i don't want unnecessary inventory transfers.. so i don't have buffer chests outside of the train like you do.
There are not so many unnecessary inventory transferring in my factory, but there are SOME, because of factory's standard ( format ) and/or maintainability.
I try to reduce frequency of updating entities instead.

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Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

Post by spiral_power »

200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods
Updated from Nov 2020, 100M rockets launched / 569 kspm / 1.0 stable with Bob's mods

This is a factory which is yet constructing, I always tweak my factory.
1.png
1.png (7.65 KiB) Viewed 10093 times
10.png
10.png (36.64 KiB) Viewed 10093 times
There is 190M gap because I won an another game, Space-Exploration.


Settings
  • 1.1.30 stable & newest Bob's mods.
  • YES: God modules, much resources, mods which do not change game balance, i.e. satellite counter etc, flare stack mod ( I know, it changes game balance, but it was necessary in 1.0 with Bob's mod, it will be deleted after switching to Plutonium nucleosynthesis recipe of 1.1.x )
  • NO: enemies, pollution, cliff, productivity bonus bug, mods which changes game balance.
Records
  • 200M (2ε„„ in Japanese ) rockets launched & 569 kspm research
  • UPS 45-50 on my PC ( Ryzen 2700X/DDR4 32GB 2666MHz).
  • About 1.5-1.6 REAL days/ 1M rockets launch.
  • Stack inserter capacity 99 ( 1+98 ) now, it will be 102 before 400M rockets launching in next year, if I still play this game. :D
  • Mining productivity +57630 % ( sufficient high so closed researching, good for UPS )
  • Totally running 8.6k hours in game time
Recent Todo
My factory is temporary/partly multiplexing because I don't want to stop it, so these works bring worse UPS temporary.
  • Satellite don't consume circuits any more 0.18β†’1.0, so I should move circuits assembles to better place ( it means better train path, better UPS ) (now working)
  • Using Plutonium nucleosynthesis recipe of 1.1.x and delete flare stack mod (next work)
History
  • Jun 2019 Game start with 0.17.45,1st rocket launched
    (from Jul to Nov I played an other map)
  • Dec 2019 develop version at mall ( 5.8kspm )
  • Feb 2020 product version start (77kspm)
  • Mar 2020 1M rockets launched, 287kspm
  • Apr 2020 10M rockets launched
  • May 2020 Mining research closed
  • Jun 2020 381kspm
  • Jul 2020 50M rockets launched, first post my factory to this thread.
  • Aug 2020 update apply 0.17.79 β†’ 1.0, Bob's mods 0.17.x β†’ 1.0.x except Bob's revamp mod, revamp mod 0.17.x β†’ 0.18.2
  • Oct 2020 update apply Bob's revamp mod 0.18.2 β†’ 1.0.x, 569kspm
  • Nov 2020 100M rockets launched
  • Jan 2021 update apply 1.0 β†’ 1.1.19 (I don't use Plutonium nucleosynthesis recipe yet )
    (I played Space Exploration overhaul mod for 1k hours, so ...)
  • Mar 2021 stack inserter capacity 99
  • Apr 2021 200M rockets launched
Twitter moment ( many pictures of history but text in Japanese )

Points
  • I want to launch many rockets and do infinite research. I prefer higher ( spm * UPS ), long term ( hundreds, thousands hours ) stable running, less trouble, robustness, maintainability.
  • Train & inserter base factory, No belts, No bots except fuel recharge & mall.
  • Faster item transportion, I adjust EACH inserters ( fastest 90 items/2 tick now )
  • Less access to entities, I adjust some inserters delay.
  • Sure, less train running is better UPS, I didn't know this map's ceiling so I made a large site first, now I know it is about 800-1000 kspm, I'm reducing my factory to fit it and optimizing train routes.
  • No productivity bonus bug, it is fair ( no cheat ),I should adjust speed to 1 tick/recipe. Example, 1 second recipe's speed shouldn't over 60 and 60 is best for UPS.
  • High customizability of inserters and higher level modules, no productivity bonus bug usage make a factory odd visualization compared with vanilla ones.
  • I repeat destruction and construction, again and again, mall supports me, auto provision, stock and recycle.
  • Train sceduler that uses commands very very useful for me, nor I COULD NOT finish and start main area.
  • Science packs. YES: red,green,blue,purple,yellow,white. NO: violet( closed researching ),black
  • Trains 4 locomotives + 32 cargoes, or a few 1 + 8, 200+ lines, with some equipment ( equips MANUALLY )
  • No enemies so no alien research, no powerful train equipment ( vehicle fusion reactor MK6 ). This may decrease UPS some. I can create the equipment by using console command, but I don't do at the moment.
  • In future, I MAY USE productivity bonus bug in this map, it may does good UPS and 1,000kspm research, but it must be very hard work that all recalculation and reconstruction.
Save file

File size 100MB, Memory Usage 3GB ( I used Delete Empty Chunks mod )
https://drive.google.com/file/d/1Aiz64M ... sp=sharing

Pictures

Records
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Overview
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ptx0
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Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

Post by ptx0 »

i discovered lately if you remove the vehicle equipment grids you get more UPS back. a lot more!

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spiral_power
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Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

Post by spiral_power »

i discovered lately if you remove the vehicle equipment grids you get more UPS back. a lot more!
My locomotives equip engines, cargos not.
Do you mean removing equips?
Or deleting some mods? or changing settings?

These engines acceleration is highly needed at some areas, silos and labs, but some areas may not.
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Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

Post by ptx0 »

spiral_power wrote: ↑
Thu Apr 08, 2021 2:55 am
i discovered lately if you remove the vehicle equipment grids you get more UPS back. a lot more!
My locomotives equip engines, cargos not.
Do you mean removing equips?
Or deleting some mods? or changing settings?
the mere existence of the grid on a cargowagon or locomotive results in extra UPS consumption even if there's nothing in it.

i would use a better fuel instead of grid equipments.

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spiral_power
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Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

Post by spiral_power »

i would use a better fuel instead of grid equipments.
I see, I said before I prefer PLAIN Bob's, basically no third-party mods, using flare stack mod is special reason ( I could not run my game automatically in 1.0 ).
If I change this decision, my trial, records make no sense for me at least now.

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Re: 200M rockets launched / 569 kspm / 8.6k hours / 1.1.30 stable with Bob's mods

Post by ptx0 »

you only need to add a fuel item that matches the equipment grid changes you've made.

i can understand wanting to use only bob's mods for balance, but you're already cheating by using God modules. just know that your decision is yours alone - no one here is going to judge you any harder because you've changed the train fuel. at least not any harder than they do already for using bobmodules God mode or pure modules :)

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