FIP - Fully Integrated Production units
Posted: Sun Mar 27, 2016 10:13 am
For the last few weeks, I've been working on integrated productions units centered around roboports.
I was getting unsatisfied of overlapping / undercovered areas since I had to place roboports between production units.
I read about building around roboports instead of plopping roboports between assemblers.
So I started FIP
1 / all productions units are centered around one or two (or more) roboports. So a basic production unit takes 1x1 roboport area
2 / all productions units take only ore (smelting is done locally) and either crude oil (if LPG is the main need) or lubrifiant
3 / all productions units are fully balanced (that's the easy part ... hard part is getting all intermediate materials to the next step without getting out of the perimeter)
4 / minimal use of robots
5 / fed by a main bus of ores and oil products
Example :
One full belt of iron ore (coming from the left) feeds both iron smelting (bottom left) and steel smelting (top left) .
Specifics material (pipes and green circuits in this unit) are brought via robots from other production units. For pipes, I used to have an assembler in this unit, but the closest one has one too so it's cheaper to only have one.
Then final items production occurs on the top right : inserters, chemical factory, refinery, pumpjack. Repair tools happen to need the same materials
After that, it's just a matter of stacking multiple productions units. Right now, I've done all the products needed for a meta base (a base that builds items for other bases), from blue belt (150 belts a minute on a single roboport square) to circuits, weaponry and assemblers. Can share if interested.
I'm still working on modules level 3 units, which pumps 11,4 modules a minute on a 3x5 roboports area.
Next week, I'll plop the rocket parts production units, which are set up to 100 parts a minute and stackable without limits (previous game hit 2 rockets a minute)
Blueprint
I was getting unsatisfied of overlapping / undercovered areas since I had to place roboports between production units.
I read about building around roboports instead of plopping roboports between assemblers.
So I started FIP
1 / all productions units are centered around one or two (or more) roboports. So a basic production unit takes 1x1 roboport area
2 / all productions units take only ore (smelting is done locally) and either crude oil (if LPG is the main need) or lubrifiant
3 / all productions units are fully balanced (that's the easy part ... hard part is getting all intermediate materials to the next step without getting out of the perimeter)
4 / minimal use of robots
5 / fed by a main bus of ores and oil products
Example :
One full belt of iron ore (coming from the left) feeds both iron smelting (bottom left) and steel smelting (top left) .
Specifics material (pipes and green circuits in this unit) are brought via robots from other production units. For pipes, I used to have an assembler in this unit, but the closest one has one too so it's cheaper to only have one.
Then final items production occurs on the top right : inserters, chemical factory, refinery, pumpjack. Repair tools happen to need the same materials
After that, it's just a matter of stacking multiple productions units. Right now, I've done all the products needed for a meta base (a base that builds items for other bases), from blue belt (150 belts a minute on a single roboport square) to circuits, weaponry and assemblers. Can share if interested.
I'm still working on modules level 3 units, which pumps 11,4 modules a minute on a 3x5 roboports area.
Next week, I'll plop the rocket parts production units, which are set up to 100 parts a minute and stackable without limits (previous game hit 2 rockets a minute)
Blueprint