Let's see your clever builds

Post pictures and videos of your factories.
If possible, please post also the blueprints/maps of your creations!
For art/design etc. you can go to Fan Art.

n9103
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Re: Let's see your clever builds

Post by n9103 »

Not if he still wanted to use substations for power distro.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.
vanatteveldt
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Re: Let's see your clever builds

Post by vanatteveldt »

Why not? There's an empty column between the roboports...

(also, not sure what benefit substations provide here except aesthetics as there are a lot of empty spots to put small poles in...)
BlakeMW
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Re: Let's see your clever builds

Post by BlakeMW »

This is with Nucular Mod

Nuclear Fuel Assemblies are pretty expensive, if my calculations are correct each is equivalent to 1020MJ or 127 coal and the cost of creating them is significantly greater and they are particularly difficult to mass produce especially as mass production involves making fast breeder reactors which need fuel assemblies... They are also consumed very slowly, 1 every 400s in a fast breeder reactor. I wanted to use requester chests but I didn't want the bots taking 4 fuel assemblies for each requester chest - that's half an hour of fuel sitting idle per chest. This was my solution:

Image

It works as follows:
  • A smart chest holds the fuel for each reactor, the smart inserter only inserts if there is 0 fuel in the chest, this guarantees each smart chest has at most 1 fuel.
  • The smart chest is linked to a decider combinator which sends a Red = 1 signal down the shared green wire if the smart chest has 0 fuel. Red means "I need fuel!"
  • The requester chest to the left is set to request 1 fuel assembly - bots will deliver up to 4, but that can't be helped.
  • The smart inserter at the requester chest is set to insert only when Red > 0, so if any of the smart chests run out it starts sending fuel assemblies down the belt. Any excess loop around and get put back in the requester chest.
Honestly, there are more practical and effective ways. Including using a belt with no smart chests at all, and using a rate-limited smart inserter feeding from the requester chest. But I love how the red signal says how many reactors need fuel and also the little light which turns on is a nifty feature. It's also basically my first pull-logistics setup.
Aru
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Re: Let's see your clever builds

Post by Aru »

Oh... well since posting all-in-one science is acceptable, here is my version! I never stopped tweaking it, so it's not 'complete', but it is all perfectly tuned for one set of packs every 2 seconds, and 30 second projects. (Everything - belts, inserters, assemblers/furnaces/plants, labs.) No inserter stack size bonus or electric energy distribution research needed, only logistics 1 (except for the obvious essential production buildings). (The blueprint strings and the structure counts are more up to date than the image.)

360 yellow belts, 109/48/17 yellow/red/blue inserters, 49 small poles, 14 underground belts, 2 splitters, 34/17/1 gray/blue/green assemblers, 15 labs, 5 chemical plants, 5 electric furnaces, 8 underground pipe, 16 pipe, 1 iron chest, 3x Productivity 1 module (optional).

Tried to use lowest tech inserters and assemblers wherever possible, and minimal power poles, to keep build and power costs down. In this design, space is lower priority than build/power/research costs, and beauty is even lower priority. (Except a few places use blue inserter instead of red, so it will fit.) I tried to keep the more expensive items on the shorter belts.

One fully saturated yellow iron belt is just barely insufficient (13.333 out of 13.75), so it has one to feed 1.5 iron/s, the other is 12.25. Total iron use is 13.75/s, copper is 9.5/s, coal 0.5/s, petroleum 1.5/s.

Image
Blueprint string
This string is the expanded version, with a second purple pack assembler (for Power Armor 2), extra 15 labs (for 45s and 60s projects), and filter inserters (to prevent excessive steel production).
Projects which take more than 30s:
45s: Electric energy distribution 2, Military 4, Cluster grenade, Grenade damage 2+.
60s: Automation 3, Worker robot cargo size 2+, all module 3, Rocket silo, all speed & damage 3+ (all projectiles & robots, except grenades & flamethrower).
45s-80s: Flamethrower damage 1+.
Blueprint string, expanded version
Last edited by Aru on Fri Mar 10, 2017 7:02 pm, edited 67 times in total.
LazyLoneLion
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Re: Let's see your clever builds

Post by LazyLoneLion »

cjmarsh wrote:I wanted to try out a build to make all four sciences in one layout with just the raw materials as inputs (except for petroleum gas) and this is what I came up with:

...
I'm using this one (quite old) build from this forum:

Image
It's very compact, totally balanced and simply nice enough to be loved :)
(it's more productive of course)

You may adapt it to your goals.

Update:
It was from Reddit: https://www.reddit.com/r/factorio/comme ... k_compact/
There is very nice and interesting description there.
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brunzenstein
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Re: Let's see your clever builds

Post by brunzenstein »

Aru wrote:
Thank you for the Blueprint - excellent - one can learn a lot
Aru
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Re: Let's see your clever builds

Post by Aru »

No problem, and thank you, I thought maybe no one would find use for it because it's ugly and big, hah. It could be smaller if I used more blue assemblers, but it would cost a little more / use a little more power. (I updated it with some minor inserter downgrades on the right side, and fixed some missing pipes at the top.)

And then I updated it again, split it into two parts and reflected both, moved belts around, it's a little better.
Last edited by Aru on Mon May 30, 2016 2:54 am, edited 1 time in total.
martinuzz
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Re: Let's see your clever builds

Post by martinuzz »

Thought it a good time to dive back into this game, get some rust polished before the .13 version.

I am quite please with my current setup for the humble start of my bus. Red and greens are built off-screen to the north.
Green electronics fit nicely in the 5 wide spacing I have between my bus lanes, as does the inserter chain.

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JakenVeina
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Re: Let's see your clever builds

Post by JakenVeina »

I think this is the one I'm most proud of, so far.

Keeps all 7 of the Processing Unit Assemblers running, non-stop. Eats copper like crazy, though.

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Re: Let's see your clever builds

Post by Cleverpanda »

@DerivePi, what program are you using to make those schematics?
Aru
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Re: Let's see your clever builds

Post by Aru »

Cleverpanda wrote:@DerivePi, what program are you using to make those schematics?
I direct you toward this thread:
viewtopic.php?f=8&t=24320&p=154493&hili ... pi#p153906
FunMaker
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Re: Let's see your clever builds

Post by FunMaker »

I Always thought of an oil train that was not limited by reserved full/empty barrels to maximize transport capacity of full(one way) and empty barrels(other way).

But if there were no reserved stacks most of the time one or another raw oil producing outpost would clog up because of too many empty barrels (because it was not easy possible to ensure that empty barrels stay on their route if there is only one drop of for full barrels.

So i came up with this solution:
Oil.jpg
Oil.jpg (313.53 KiB) Viewed 17108 times
The goal here is carrying only full stacks of empty/full barrels. So there will be always the same amount of barrel at an outpost. At the drop of they system is similar to keep the train always full with barrels. There is a small chance, that the train will depart in the moment the inserter is half the way while replacing a stack (empty -> full) but this did not happen in 60 hours of game time. This is also ensured by the equal distripution of full barrels in the loading chests.

The only problem with this is, that you have to keep some stacks of barrels at the station to fill them while the train is on rail and fill up the loading chests with full barrels because the unloading of one stack is only triggered if a complete stack of full barrels is available.

Hopefully my confusing explanation shows what i wanted to achieve and how it is achieved.

Maybe my setup is obsolete with 0.13 - but that's another story ;)
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Re: Let's see your clever builds

Post by Aladrius »

But if there were no reserved stacks most of the time one or another raw oil producing outpost would clog up because of too many empty barrels (because it was not easy possible to ensure that empty barrels stay on their route if there is only one drop of for full barrels.
I use the arithmetic combinators to calculate the number of empty barrels a pump station needs for the current oil on hand.

I use 10 full barrel /10 empty barrel/10 unrestricted slots on the trains, but these are arbitrary and could probably be more like 5/5/20 without making much impact. Restricting at least a few slots ensures that the early stations in the line can unload some full barrels onto the train even if they currently don't need more empties or need less than a full stack of them.

Longer explanation here:
viewtopic.php?f=8&t=25931#p167285
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siggboy
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Re: Let's see your clever builds

Post by siggboy »

These barrel handling schemes look overly complicated to me.

In my current game I did not use Rail Tanker and came up with the following barrel handling:

1. There are two trains, one runs with full barrels, the other one with empty barrels (let's call them "black" and "white" trains).
2. The white train collects empty barrels from the oil unload and takes a tour of all the oil wells. At each oil well, it unloads enough empty barrels so that the total amount of barrels (black and white) at the oil well is a set amount (the amount should be lower for depleted wells, but that's an optimization that doesn't matter much).
3. The black train just picks up all the full barrels it can get from the oil wells.

This way, there can never be more than X barrels at a given oil well, and the amount of white barrels is regularly replenished everywhere.

I'm using SmartTrains to make the tour a bit faster, but it's not necessary. All you need is smart inserters and a few combinators that add white and black barrels and stop the unloading when the limit is reached.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
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siggboy
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Re: Let's see your clever builds

Post by siggboy »

BlakeMW wrote:
  • A smart chest holds the fuel for each reactor, the smart inserter only inserts if there is 0 fuel in the chest, this guarantees each smart chest has at most 1 fuel.
  • The smart chest is linked to a decider combinator which sends a Red = 1 signal down the shared green wire if the smart chest has 0 fuel. Red means "I need fuel!"
  • The requester chest to the left is set to request 1 fuel assembly - bots will deliver up to 4, but that can't be helped.
  • The smart inserter at the requester chest is set to insert only when Red > 0, so if any of the smart chests run out it starts sending fuel assemblies down the belt. Any excess loop around and get put back in the requester chest.
You should connect all the chests directly, and input the total count to an arithmetic combinator that divides by the number of chests. If the result is 0, then at least one chest is missing fuel, so that is the condition for the unloader smart inserter to put fuel on the belt.

That way you only need one combinator total and not one for each reactor.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
FunMaker
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Re: Let's see your clever builds

Post by FunMaker »

siggboy wrote:These barrel handling schemes look overly complicated to me.

In my current game I did not use Rail Tanker and came up with the following barrel handling:

1. There are two trains, one runs with full barrels, the other one with empty barrels (let's call them "black" and "white" trains).
2. The white train collects empty barrels from the oil unload and takes a tour of all the oil wells. At each oil well, it unloads enough empty barrels so that the total amount of barrels (black and white) at the oil well is a set amount (the amount should be lower for depleted wells, but that's an optimization that doesn't matter much).
3. The black train just picks up all the full barrels it can get from the oil wells.

This way, there can never be more than X barrels at a given oil well, and the amount of white barrels is regularly replenished everywhere.

I'm using SmartTrains to make the tour a bit faster, but it's not necessary. All you need is smart inserters and a few combinators that add white and black barrels and stop the unloading when the limit is reached.
If it's okay to use 2 trains for that purpose - that's fine. But i don't like reserved stacks for oil transport.
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Re: Let's see your clever builds

Post by MaexxDesign »

PiggyWhiskey
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Re: Let's see your clever builds

Post by PiggyWhiskey »

Nice one!

Aren't those ratios off though? Green for efficiency doesn't touch productivity. So you'd need 3 cable and 2 circuit assemblers?
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Re: Let's see your clever builds

Post by AutoMcD »

PiggyWhiskey wrote:Nice one!

Aren't those ratios off though? Green for efficiency doesn't touch productivity. So you'd need 3 cable and 2 circuit assemblers?
Don't think it matters when there are so many of them! :lol:

Personally I think green circuits are one of the best places for productivity modules since they are so widely used, over half the resources go into circuits. Efficiency not to be underestimated though for reducing power and pollution.
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Re: Let's see your clever builds

Post by MaexxDesign »

The production is at full capacity.
I need them to produce red circuits.
And I need red circuits (and green ones) to produce blue circuits.
I produce 11.000 red circuits per minute.
I think that's enough to produce blue ones.
My goal is to start one rocket every minute.

That's the beginning:

https://www.youtube.com/watch?v=KjYAqp4YBPM
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