Belt "mega"base (800spm): No bots, no bus, no beacons
Posted: Sun Mar 25, 2018 9:44 pm
I wanted to do something different after concentrating mostly on train-based modular plants. So, celebrating the belts vs bots discussion I wanted to make a belts-based "mega"base, and I thought the following constraints should be fun:
- aim: 800 spm, i.e. one yellow belt of each science pack. It felt more idiomatic than 1000 spm for a belt base, and I'm sure I would have abandoned 1600 or 2400spm due to sheer size.
- no bots. Bots are evil and unfun, right? . Note: I did use a lot of conbots and logibots for the "mall" part of the base, but none for the actual productive part.
- no beacons. Speed+productivity beacons means that you can get an enormous amount of output from a relatively small base, so I wanted the challenge of planning and building a base without beacons. I used some sp1 modules to even out ratios, and I used pr3 modules in the rocket silos and labs (but no beacons).
- no bus / no balancers*. I didn't want to run one huge main bus, if only because it would be silly in size (about 100 belts in total for copper and iron). So, I did a full plan of which part of the factory needs which resource in what amount and did direct routing from smelter to e.g. circuit production to science. I wanted to make every shared intermediate (circuits, gears, engines, sp1) centrally and distribute it to the various plants. Note: I did use balancers for the ores, mostly because trains are difficult to use properly if the wagons are not (un)loaded at the same speed. So, the outposts and smelter stations both had balancers to even the load.
- Trains are only used for ore outposts and for personal transportation. Everything is reachable by train and covered in the logistic network purely for construction and player supplies.
Mods: infinite resources, for the rest only QoL mods (FARL, shuttle trains, etc). Used lua commands to remove ore patches from starting area for aesthetic reasons.
- aim: 800 spm, i.e. one yellow belt of each science pack. It felt more idiomatic than 1000 spm for a belt base, and I'm sure I would have abandoned 1600 or 2400spm due to sheer size.
- no bots. Bots are evil and unfun, right? . Note: I did use a lot of conbots and logibots for the "mall" part of the base, but none for the actual productive part.
- no beacons. Speed+productivity beacons means that you can get an enormous amount of output from a relatively small base, so I wanted the challenge of planning and building a base without beacons. I used some sp1 modules to even out ratios, and I used pr3 modules in the rocket silos and labs (but no beacons).
- no bus / no balancers*. I didn't want to run one huge main bus, if only because it would be silly in size (about 100 belts in total for copper and iron). So, I did a full plan of which part of the factory needs which resource in what amount and did direct routing from smelter to e.g. circuit production to science. I wanted to make every shared intermediate (circuits, gears, engines, sp1) centrally and distribute it to the various plants. Note: I did use balancers for the ores, mostly because trains are difficult to use properly if the wagons are not (un)loaded at the same speed. So, the outposts and smelter stations both had balancers to even the load.
- Trains are only used for ore outposts and for personal transportation. Everything is reachable by train and covered in the logistic network purely for construction and player supplies.
Mods: infinite resources, for the rest only QoL mods (FARL, shuttle trains, etc). Used lua commands to remove ore patches from starting area for aesthetic reasons.
Base overview
production stats and helmod
Link to blueprint book (too big for the forums...): https://gist.githubusercontent.com/vana ... prints.txt