I just reached my goal in factorio: building a base that can produce more than 1000 of each science pack per minute.
That was much longer to achieve than expected (200 hours on the 0.16 map) but that was fun to put in application everything I learned before.
I used Factorio Planner to know how much items are needed at each stage of the production, and use something close to this.
You can see more screenshots of the base on my imgur album. I'll add blueprints of the most efficient setups I made.
screenshot_low.png (1.08 MiB) Viewed 3237 times
Few details about my base
No mods or commands used on the map.
Produce about 61 000 of each science pack per hour. Rocket and satellite are included. Millitary research is possible but at a lower speed than 1kspm.
Belt and trains based. The main bus is about 50 belts wide. No bots.
The rail network is mailny 2 lanes with 1-4-1 bidirectional trains.
Power is generated from solar for IDLE (beacons) and nuclear for assemblers/furnaces. Power usage is 5.5 GW. Nuclear output capacity = 3.4 GW (night peak at 3.7 GW), solar output = 1.2 GW (day peak at 1.8 GW).
No signals/combinators are used except for trains and nuclear plant.
Setups have lamps and are walkable (substations are avoided in mos setups) . Belt weaving and underground belt magic is avoided as much as possible
Can works at 90 UPS on my computer.
map2.png (381.28 KiB) Viewed 3237 times
Setups and Blueprints
Beaconed Compressed Green Circuits
Maximum energy efficiency: 435 kJ / circuit.
Assemblers activity: 98.5%
Input 30.6 copper/s and 28.6 iron/s, output 2 compressed blue belts.
Beaconed Compressed Red Circuits
Maximum energy efficiency: 2370 kJ / circuit.
Assemblers activity: 98.5%
Input 27.2 copper/s, 38.1 green circuits/s and 38.1 plastic bars/s, output a compressed red belt.
Notice that the wire stack inserters must be locked to stack size of 7 to ensure compressed throughput.
Beaconed Blue Circuits
Maximum energy efficiency: 3750 kJ / circuit.
Assemblers activity: 96.3%
Input 136 green circuits/s, 13.6 red circuits/s, output 9.5 blue circuits/s.
*looks at green circuits*. Oh noez, you're not using perfect 8x8 beacons everywhere! Blasphemy! Call the witchhunters!...
No, seriously: Congratulations on reaching your goal. Mine always dies when the feature creep attacks. Also if you can upload a savegame, it's always nice to actually walk around in other peoples well planned factories. Also those sunflowers are cute. I demand pictures of the sunflowers.
The ratio is 96 solar panels for 104 accumulators. It's not a problem for me since accus are much cheaper than solar, and useful for energy buffering from all sources.
About green circuits, I had 2 goals when I designed it:
-have fully compressed blue belts outputs
-use minimum energy
Here: copper wire assemblers have +215% crafting speed and circuits assemblers have +190% crafting speed. More speed beacons would be wasted because the belts are already compressed.
Also it's nice to see that assemblers are active 98.5% of the time (can be verified by maths 4*1.25*2.9*2*1.4=40.6 ; 22.05/21.75 and checked ingame)
For 2 blue belts output, the setup consume 40.1 MW (=>500kJ/circuit) ; for 20 belts outputs, the setup consume 348 MW (=>435kJ/circuit).
I'm pretty proud of this setup
I built 1 bootstrap base for early science, then I tried to build stuff directly at their final location. I don't recommend it though.
I think I should have built a good bootstrap base at another location, so I could have kept it while building the 1rpm one. It would have be big enough to research nuclear power and produce stuff lile modules, assemblers, beacons, belts...
I ended up with a total of 70k blue belts and 12.5k T3 modules produced.
I downloaded and have been wandering around the base and looking at everything, the only negative is your train setup in relation to coal. The coal train has to pass by all of the copper and iron drops, and it gets stuck on those trains waiting for an unloading position. If the base isn't actively using iron and copper, then coal will run out because the train can't make it to unload.
I agree that the train system is not optimal. It works for 1000 spm but it probably wouldn't for 1500+ spm. I could have made a better separation between iron and copper areas, and used either a 4way network or another parallel 2way line, so special trains like rocket fuel, uranium, player train would works fine even when the factory is not producing science.
Otherwise I'm quite satisfied with the belt part on the loading and unloading stations. And the system that close or open stations depending on the demand with an intermediate "buffer" stop, it was very interesting to build.