Need advice on how to enlarge iron/copper performance
Posted: Wed Oct 25, 2017 3:54 pm
Hi there!
So I've got a quite large base which is divided by two big parts, running simultaneously: main base with research labs and science packs production, and spaceships (autolaunch) part to supply main base with space science packs.
Main activities related to expansion are finished but I still need to expand, even if it's not so drammatically.
And and I have a bottleneck in iron/copper plates production. The part which I need advice on.
Currently I have following logistics:
- All trains with Iron arrive at ONE receiver station, copper trains arrive to another. - As you can see, every station has logistics network and robots quickly unload trains to the buffer of storage chests.
- As you can see also, there are transporter belts with requester chests, that are filled by the same robots with copper/iron so it goes by belts to furnaces.
- Every belts line is compressed maximally and processed by furnaces in the way that the output is fully compressed belt of iron/copper plates. - Also, every station actually is doubled because I have two train stops with same name. This allow trains to wait minimum in a waiting pool and unload in almost two times faster, increasing input of raw materials.
The issue is that there so many belts of raw material going from stations to furnaces, that their consumption is bigger than input even from two train stops constantly occupied by fully loaded trains.
So input of raw iron/copper from mines to main base is going too slow to cover all my needs and load all furnaces to 100%.
That's the issue that I want to solve.
What I tried:
- Put production modules there possible and reasonable. This is done. So I'm lowering raw material consumption where I can. Electricity is not a problem, I like nuclear stations and have 5 sections x 8 reactors each with 5 megawats in total.
- Remove unnecessary belts combining some optional staff which produced rear (turrets, roboports, robots, etc.) with highly loaded belts. This is compromise but simplifies raw material logistics.
- Add more train stops. Doesn't work as too much distance for robots to unload it in an efficient way, see screenshot 1.
- Add more storage. Doesn't work for the same reason. Plus storage amount increasing is short-term solution which will not help in a long run.
- Use one part of the base at a time - main OR spaceships. Is not good because endless research goes dramatically slow overall in this case.
- Rebuild furnace lines inserting two production modules in every one. I expect increasing plates production by 30% by doing it but practically it is less due to these bonus plates are hard to maintain between belts and belts get over-compressed or under-loaded. Maybe you can suggest some solution here.
- Making more receiving train stations with different names. This may be a solution however I have such amount of trains that It looks just completely insane to maintain (redirect) trains between different receiving stations (for example, when some mines depleted or new are built).
So, appreciate any advises on how can I avoid this bottleneck,
maybe some examples of economy production circuits, or furnaces upgrades, or receiving stations refactoring.
I'm playing no mods last version of the game which I like, so modding is not an option, taking game performance in account as one of the reasons.
Thanks at lease that you could read this post entirely! And have a nice day!
So I've got a quite large base which is divided by two big parts, running simultaneously: main base with research labs and science packs production, and spaceships (autolaunch) part to supply main base with space science packs.
Main activities related to expansion are finished but I still need to expand, even if it's not so drammatically.
And and I have a bottleneck in iron/copper plates production. The part which I need advice on.
Currently I have following logistics:
- All trains with Iron arrive at ONE receiver station, copper trains arrive to another. - As you can see, every station has logistics network and robots quickly unload trains to the buffer of storage chests.
- As you can see also, there are transporter belts with requester chests, that are filled by the same robots with copper/iron so it goes by belts to furnaces.
- Every belts line is compressed maximally and processed by furnaces in the way that the output is fully compressed belt of iron/copper plates. - Also, every station actually is doubled because I have two train stops with same name. This allow trains to wait minimum in a waiting pool and unload in almost two times faster, increasing input of raw materials.
The issue is that there so many belts of raw material going from stations to furnaces, that their consumption is bigger than input even from two train stops constantly occupied by fully loaded trains.
So input of raw iron/copper from mines to main base is going too slow to cover all my needs and load all furnaces to 100%.
That's the issue that I want to solve.
What I tried:
- Put production modules there possible and reasonable. This is done. So I'm lowering raw material consumption where I can. Electricity is not a problem, I like nuclear stations and have 5 sections x 8 reactors each with 5 megawats in total.
- Remove unnecessary belts combining some optional staff which produced rear (turrets, roboports, robots, etc.) with highly loaded belts. This is compromise but simplifies raw material logistics.
- Add more train stops. Doesn't work as too much distance for robots to unload it in an efficient way, see screenshot 1.
- Add more storage. Doesn't work for the same reason. Plus storage amount increasing is short-term solution which will not help in a long run.
- Use one part of the base at a time - main OR spaceships. Is not good because endless research goes dramatically slow overall in this case.
- Rebuild furnace lines inserting two production modules in every one. I expect increasing plates production by 30% by doing it but practically it is less due to these bonus plates are hard to maintain between belts and belts get over-compressed or under-loaded. Maybe you can suggest some solution here.
- Making more receiving train stations with different names. This may be a solution however I have such amount of trains that It looks just completely insane to maintain (redirect) trains between different receiving stations (for example, when some mines depleted or new are built).
So, appreciate any advises on how can I avoid this bottleneck,
maybe some examples of economy production circuits, or furnaces upgrades, or receiving stations refactoring.
I'm playing no mods last version of the game which I like, so modding is not an option, taking game performance in account as one of the reasons.
Thanks at lease that you could read this post entirely! And have a nice day!