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Links
Imgur: https://imgur.com/a/EJ9W7
Youtube: https://www.youtube.com/watch?time_cont ... N4mIewMWXw
Reddit: https://www.reddit.com/r/factorio/comme ... ctory_kit/
My initional goal was to produce self-replicating factory. Than I decided that it should be “self-unpackable”. Than figured out it should have purpose. So why not use main game purpose build a rocket. I went with that. But after a lot of time was spent on design and testing I realized its too UPS heavy and ill be satisfied with just autobuild rocket for V1.2 replicating will come with V2. (It wouldn’t be that hard to iplement at moment but putting 2-3 factories like this would kill UPS.)
Mine conditions was too fit all material into ship + as minimum possible into inventory for starting point + 1 con. Robot. After I leave ship I remove my armor so iam not dependat on personal roboport.
One of goals was to be it flexible and possible to deploy on all locations fitting specific condition, but this feature is kinda wonky atm since if layout of materials around base is bad it can take hours and hours longer to autobuild rocket
So whats going on. (What you can see on video)
First of all you have to find a spot with Iron, Coal and Cooper in initial blueprint. Stone is optionaly all you need to have it in expansion way of “mining arms” cos its needed later on.
Than you put small blueprint phase #0 and park your ship next to it so it can be unloaded.
Phase #1: Starting power boost and some basic stuff.
Continue when: inventory unloaded up to constant combinators.
Phase #2: Frame that will collect all resources coming to it.
Continue when: Everything builded
Phase #3: Steam engines
Continue when: All boilers are filled with coal
Phase #4: Basic items
Continue when: Enough inserters, belts for next phase
Phase #5: Expanded items
Continue when: Solars > 800
Here it splits to two other modes
A) Whenever solars in chest >200 it will build another cube of solars above last ones. )upt o limit of 1,6K)
B) And whenever factory have materials (ports,belts, miners) to build another arm extension it keeps growing up to limit of solars, it wont build more miners than solars can keep-up with.
Phase #6: Building robots (A, B, still in progress)
Continue when: Constructions robots >290 Logistics >590
Phase #7: Building silo
Continue when: Silo is done
Phase #8: Building rocket
Continue when: rocket is done
There is a lot of internal ”logic”, fail safe mechanics and conditions based on trial and error method, that is not oclearly visible but some of it can be seen on detailed screens and I might explain them more if there is interest.
A lot of mine time took system to ensure miner expansions stops as soon as it hit resource and wait for all resources to be found before going crazy all directions, which turned to be kinda redundant in the end, but I decidet to stick with it for sake of finishing version V1, and will fix and redo it at V2.
EDIT1: Oil is solved by this mod https://mods.factorio.com/mods/Emmote/CoalToHeavy
EDIT2: No research