The Beehive - 1.35kspm Megabase with 1-1 Trains
Posted: Sun Aug 04, 2019 3:05 pm
https://www.youtube.com/watch?v=hWOZiN1kaAc
Savefile download: https://www.dropbox.com/s/64o26w7ddc2k1 ... e.zip?dl=0
A few things I didn't mention in the video:
When not recording, on my mid-range computer the base runs between 45 and 55 UPS. This design is definitely not the most UPS-friendly one you could make.
The update time is roughly 6.5ms for entity updates, 5ms for the trains, 3.5ms for transport belts and 3.5ms for circuit networks. The huge circuit network update time is because circuit networks are really not optimized for very slow, very big networks, and my base has 23k lamps constantly checking which color they should be.
The original decision to use only 1-1 trains was made after seeing a gif on reddit of a very small unloading station taking in 1-1 trains to make green circuits (try as I might, I was never able to find it again). It made me realize how much throughput you could actually get from small trains, and made me want to share that with the rest of the community, against the stereotype that megabases require big trains.
The hexagonal cells came much later. The big upside of hexagons over squares is that stackers and stations only require 45 degree turns and never 90 degree, which take a huge amount of space. Making the rail network wider to allow trains to turn around was also a big help in reducing train travel time and station sizes. Also, hexagons are the best polygons.
The base uses 7.5GW on average, with 105MW going to lamps.
The map settings were default rail world settings, minus enemies and pollution for performance reasons and minus cliffs because I don't like cliffs.
I think that about covers it, any questions or comments welcome.
Savefile download: https://www.dropbox.com/s/64o26w7ddc2k1 ... e.zip?dl=0
A few things I didn't mention in the video:
When not recording, on my mid-range computer the base runs between 45 and 55 UPS. This design is definitely not the most UPS-friendly one you could make.
The update time is roughly 6.5ms for entity updates, 5ms for the trains, 3.5ms for transport belts and 3.5ms for circuit networks. The huge circuit network update time is because circuit networks are really not optimized for very slow, very big networks, and my base has 23k lamps constantly checking which color they should be.
The original decision to use only 1-1 trains was made after seeing a gif on reddit of a very small unloading station taking in 1-1 trains to make green circuits (try as I might, I was never able to find it again). It made me realize how much throughput you could actually get from small trains, and made me want to share that with the rest of the community, against the stereotype that megabases require big trains.
The hexagonal cells came much later. The big upside of hexagons over squares is that stackers and stations only require 45 degree turns and never 90 degree, which take a huge amount of space. Making the rail network wider to allow trains to turn around was also a big help in reducing train travel time and station sizes. Also, hexagons are the best polygons.
The base uses 7.5GW on average, with 105MW going to lamps.
The map settings were default rail world settings, minus enemies and pollution for performance reasons and minus cliffs because I don't like cliffs.
I think that about covers it, any questions or comments welcome.