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Factorio megabase
Factorio megabase












The smelters (iron plates, copper plates, steel plates) are not in these squares, but in an extra "layer" around the square grid. OMG, how much pain that would have spared me if that had been implemented earlier. And yes, I've read the FFF for the upcoming 1.1 release. They are needed because of the limitations of the train schedule and path finding thing, to distribute each product between x producers and y consumers, with x and y being coprime to one another. Of course there is a similar cross-dock for fluids. Long inserters are even worse regarding throughput.

factorio megabase

And yes, I know that it works diagonally (I actually built a square with that), but then only four chests (per wagon) can be placed, and the throughput is actually slightly lower as with the 8 chests I use here. What I don't like about these is that you can't really unload directly from train through chests into another train, so the throughput is limited by the belts. Instead I use what I think is called a "cross-dock": Later I realized that this would not work as good as I thought it would, because each entry/exit of these squares only works in one direction (as I already mentioned at the beginning), making the placement of these cumbersome.

factorio megabase

The idea was that if I have only chain signals on the crossings in the corners of each square, the few squares that needed more than just the one extra waiting position could have a stacker square next to it, and the trains will stay in these stackers and not block the track grid. The petrochemistry doesn't quite fit into the design with four train stops: I realized that after designing most of the squares, but as long as the train schedules are not set up to use it, it doesn't matter. Having this wagon-selective condition on both the loading and unloading stations is a mistake, it should only be at the unloading. Allowing trains to turn around as soon as just one wagon is empty helps with getting initial balance to counter belt-length mismatches and other issues with the starting conditions. I achieve balance instead with symmetry: All belts have the same number of machines attached to them, often even on each side of each belt (by having each alternating row mirrored - I wished mirroring a blueprint would be possible in-game, and yes, I understand the issues with that). Also they become comically huge with increasing number of belts (I understand them so little that I can't even tell how they grow with number of belts, but the area seems to be way above O(n²)). I've only ever used other peoples' blueprints because my head hurts even when trying to understand them, while I design everything else myself (maybe after studying someone else's design, but still with fully understanding it).

#FACTORIO MEGABASE FULL#

This seemed sometimes necessary, as most of the square fit designs lack a full balancer. They indicate when one of the cargo wagons is empty (or full in the case of a loading station), so that the train departure conditions can be set so that the train leaves when at least one wagon is empty (or full) instead of the whole train.

factorio megabase

You might be wondering what all these combinators at the iron plate station (and one of the two wheel stations) are doing. Here is the RCU production as an example: I spent a lot of time making a map of what connections are the shortest, so that I could later put the whole factory together with the most throughput-heavy connections being the shortest travels. *cough* Of course it means that the distance a train has to travel between squares is different depending on the direction and relative rotation of each square. Since each train only needs one stop in its schedule that can refill its fuel, not all stations will actually have the 2nd stop, usually the refuel station will be next to the "producer".Īs you can see, arrival to or departure from a train stop only works from one direction of the surrounding track grid. You can see that there are actually two train stops next to each other: The second one is the delivery station for train fuel (nuclear of course), and the waiting area for the arriving trains is actually large enough (and has the necessary signals) to hold two 1-8 trains and the additional 1-1 fuel delivery (in any order). Each train stop has also one waiting position (not quite a "stacker"). Square-map.jpg (96.27 KiB) Viewed 15288 timesĪs you can see, there are four regular stops on a square, allowing for productions of a single product with up to three ingredients (each train stop is used only for one item type) - which covers most products (Flying robot frames, Satellites, Space science, the petrochemical stuff and the science labs don't fit this pattern).












Factorio megabase