The only ups saving step that really matters at your point is using less machines. The best option would be getting Bob's Modules (change a few lines in pyCoal to make it compatible), and then put the highest possible speed modules in everything. Then you can delete like half of your machines and your ups will greatly improve.host65 wrote: Sat Dec 01, 2018 8:03 pm I completed the last sience pack in PyHightech. Screenshots, blueprints and save here https://imgur.com/a/BqrnsLy#dtl4wFn
Someone has comments or some hints how to improve UPS let me know. Currently at 35 ups@2GW
Show Me Your...
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Bobs modules arent even required.live22morrow wrote: Mon Dec 03, 2018 1:36 amThe only ups saving step that really matters at your point is using less machines. The best option would be getting Bob's Modules (change a few lines in pyCoal to make it compatible), and then put the highest possible speed modules in everything. Then you can delete like half of your machines and your ups will greatly improve.host65 wrote: Sat Dec 01, 2018 8:03 pm I completed the last sience pack in PyHightech. Screenshots, blueprints and save here https://imgur.com/a/BqrnsLy#dtl4wFn
Someone has comments or some hints how to improve UPS let me know. Currently at 35 ups@2GW
Just normal vanilla mods and proper beaconing it will to it.
Normal 3x3 structures support 12 beacons, that is 24 speed modules affecting it meaning that one machine does the work of 12!
But, many of the structures are bigger then 3x3, so you will be able to do like 16-20 or more beacons... So, on some places, with clever positioning, you can reduce the 60 required machines to something like 3...
And beacons effects are way much lighter on UPS so its a LOT better to have 12 beacons for one machine then 12 machines!
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here's a really compact and expandable powerhouse setup
https://imgur.com/a/cT2QiTY
https://imgur.com/a/cT2QiTY
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1: input? output??subie wrote: Sun Dec 23, 2018 2:42 pm here's a really compact and expandable powerhouse setup
https://imgur.com/a/cT2QiTY
2: i think you are offratio with the cooling
3: how many turbines and what level?
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So i dont think anybody has posted any pyro yet. Here is a yellow belt of iron plate with the first tech lvl of pyro iron.
And so pics of my current base after 6 hrs and semi automated red science
Re: Show Me Your...
very very nice. Love the organization. im imagining all that hydrogen being converted into combustion mixture. <3
pY Coal processing mod
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pyanodon wrote: Thu Dec 27, 2018 12:16 pm very very nice. Love the organization. im imagining all that hydrogen being converted into combustion mixture. <3
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
also i have a ridiculous amount of map space and instead used all the spaghetti to get the borax to the smelters.
![Wink ;)](./images/smilies/icon_e_wink.gif)
Re: Show Me Your...
Also...good to see that shots because i will balance more the hydrogen/oxygen productionkingarthur wrote: Thu Dec 27, 2018 12:53 pmpyanodon wrote: Thu Dec 27, 2018 12:16 pm very very nice. Love the organization. im imagining all that hydrogen being converted into combustion mixture. <3i might have slightly forgot i could use it for that. damn the explains the power house i crafted the other day and forgot what it was for.
also i have a ridiculous amount of map space and instead used all the spaghetti to get the borax to the smelters.![]()
pY Coal processing mod
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i posted things a lotkingarthur wrote: Thu Dec 27, 2018 8:45 am So i dont think anybody has posted any pyro yet. Here is a yellow belt of iron plate with the first tech lvl of pyro iron.20181227033628_1.jpgAnd so pics of my current base after 6 hrs and semi automated red science
20181227033653_1.jpg20181227033748_1.jpg
20181227033831_1.jpg
20181227033741_1.jpg
https://factorioprints.com/user/lq21OXM ... pGLM9Z7AC2
Re: Show Me Your...
do you by any chance have made a mall yet for the py mods?
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not yet since other stuff is funnier to make also i never designed a mall before
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Here is very basic/early setup (red+green Science) for Niobium Plates
OUTPUT (Per Second): 2 Plates, 8.5 Oxygen(gets vented), 0.6 Sand, 0.9 Gravel, 0.9 Stone(Popped in a warehouse for now)
INPUTS (Per Second): 21 Salt, 30 Hydrogen Chloride, 4.5 Niobium Ore(from 9 Niobium Mines), 0.2 Activated Carbon, 7.5 Aromatics
The aromatics could probably be made on site using a few buildings of fawogae and ralesia.
The Roboport is there just for fun, the bots transport from the end of the salt line about 20 squares right, also to pick up the activated carbon from the train stop. 10 bots is more than enough.
OUTPUT (Per Second): 2 Plates, 8.5 Oxygen(gets vented), 0.6 Sand, 0.9 Gravel, 0.9 Stone(Popped in a warehouse for now)
INPUTS (Per Second): 21 Salt, 30 Hydrogen Chloride, 4.5 Niobium Ore(from 9 Niobium Mines), 0.2 Activated Carbon, 7.5 Aromatics
The aromatics could probably be made on site using a few buildings of fawogae and ralesia.
The Roboport is there just for fun, the bots transport from the end of the salt line about 20 squares right, also to pick up the activated carbon from the train stop. 10 bots is more than enough.
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https://pastebin.com/54K4qn8B
power the resourcelightway 1 bluebelt coke+1200/s syngas
1.5GW out note(i use solar anc acumulators to make sure plant is powers and it also is the strating mechanism
mk3 in build but more mk1 should do the job too
turbines and power house number is made for 100% efficiency (1800 /s combustionmix if you want to shange turbine type )
water in build is self regulated and total fluid cout is allways in 95k-105k range
power the resourcelightway 1 bluebelt coke+1200/s syngas
1.5GW out note(i use solar anc acumulators to make sure plant is powers and it also is the strating mechanism
mk3 in build but more mk1 should do the job too
turbines and power house number is made for 100% efficiency (1800 /s combustionmix if you want to shange turbine type )
water in build is self regulated and total fluid cout is allways in 95k-105k range
Re: Show Me Your...
and my nickel + rare earth + zinc facilities under construction. going to add ferrite furnace there too since all ingredients are there except nitrogen. just posting to satisfy pyanodon's obsession for tidiness
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Re: Show Me Your...
Thank you..i always like these kind of shots.
pY Coal processing mod
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Living off the fatta the lan.
![Image](https://forums.factorio.com/images/ext/1950db94a880a9a3bf4183de8e3cc97a.jpg)
For the cost of 2 offshore pumps, generates some extra power, probably about 60MW net, AND 860 syngas /s OR 380 coalgas /s OR 390 tar/s and probably some hydrogen and oxygen if any is leftover from the power plant / syngas with oxygen. Also produces some extra wonderful iron oxide, and if you provide a belt of active carbon it will produce an additional 62/s syngas from the flue gas, and also use half of the syngas to produce about 310 refined syngas / s. Plonk down a few of these and feed your raw borax habit.
I think this is deadlock free. This will prefer to use hydrogen as the fuel source for maximum syngas production, but will use the syngas too if it buffers high enough. Does some dumping of excess but only if the factory basically uses none of these products.
The main reason for generating power is that I never wanted to deadlock on the coke and the coke -> coalgas recipe is really lame, so this was a more useful task for it. I still turn the coke into coalgas if it's super backed up.
![Image](https://forums.factorio.com/images/ext/1950db94a880a9a3bf4183de8e3cc97a.jpg)
For the cost of 2 offshore pumps, generates some extra power, probably about 60MW net, AND 860 syngas /s OR 380 coalgas /s OR 390 tar/s and probably some hydrogen and oxygen if any is leftover from the power plant / syngas with oxygen. Also produces some extra wonderful iron oxide, and if you provide a belt of active carbon it will produce an additional 62/s syngas from the flue gas, and also use half of the syngas to produce about 310 refined syngas / s. Plonk down a few of these and feed your raw borax habit.
I think this is deadlock free. This will prefer to use hydrogen as the fuel source for maximum syngas production, but will use the syngas too if it buffers high enough. Does some dumping of excess but only if the factory basically uses none of these products.
The main reason for generating power is that I never wanted to deadlock on the coke and the coke -> coalgas recipe is really lame, so this was a more useful task for it. I still turn the coke into coalgas if it's super backed up.