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10K Red/Green Science/min & 8K Blue Science/min | #81 | Factorio Megabase-In-A-Book Lets Play 

Nilaus
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11 окт 2024

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Комментарии : 34   
@tincanstan_
@tincanstan_ 2 года назад
How about downgrading to red belts belts in the advanced circuits build? you will only lose a bit of throughput (123/s => 120/s) but guarantee the belts will be full.
@ScorpiusZA.
@ScorpiusZA. 2 года назад
not a bad idea i think.
@achtsekundenfurz7876
@achtsekundenfurz7876 2 года назад
Yeah, I think that's the solution! The one I thought of were rather crude: -- use THREE belts, then finally JUST before the splitters, add a 3-to-4 balancer -- as early as possible, use a three lane _imbalancer_ (just prioritize one side of the belt, e.g. left then center then right) to make two full belts and one partial belt -- delete one of the four assembler columns, only use TWO belts, compensate by building more sites -- the opposite, add another two columns to fill four belts; unfortunately, that means you need faster feed, which would probably become an issue -- delete one blue belt, and turn another belt red (but that's bound to trigger everybody). Additionally, I had the following ideas about salvaging UpS: -- delete some of the chests (but that would mean that the belts would stop completely while no train is there, might hurt the "updates per science" metric even whough it saves lots of inserters) -- compensate by doubling the train bays, so there's always at least one train loading at all times -- if you need one product for the other, let's say green chips to make blue chips, move the 2nd train bay between the two factories, so it's a closed loop which doesn't affect main line traffic -- these trains can be shorter, too (and prioritized, to avoid creating partial belts) -- use stack inserters whenever possible (not sure how much that helps UpS but it should help transfer speed without hurting UpS) -- use chunk-aligned patterns whenever possible (i.e. avoid crossing chunk boundaries, maybe leaving - _gasp_ - empty space where goods would be moved across boundaries a lot). Much of this is probably impractical or would require major changes to neighboring designs. :(
@TobiasFischerTF
@TobiasFischerTF 2 года назад
Or even better, go for 8x15/s yellow belts, gives you also 120/s in total and you have the possibility for dedicated lane for each train car :)
@JokerBrat
@JokerBrat 2 года назад
@nilaus yea, it would be cool if they had other names then just the color names. What about green: electronic circuit Red could maybe be namned Advanced circuit And blue lets go crazy and say processing Unit 😆😆😆😆😆
@Skellitor301_VA
@Skellitor301_VA 2 года назад
We could also go a step further and say red science is automation science, green science is logistic science, and blue science is chemical science. Further differentiate the items 🤔
@AndrewFreemanW
@AndrewFreemanW 2 года назад
You really have designed an incredible base. I really appreciate your dedication to optimizing the UPS, and stabilizing the science production in your march to 10k. The overall consistency of your production says a lot about your design skills. Wube should consider leveraging a base like this to optimize the engine itself back to 60. It is also a great baseline test case for the expansion - especially considering how vanilla you have kept the mods - to ensure they have done enough.
@AndrewFreemanW
@AndrewFreemanW 2 года назад
The other aspect about this base is that it really exposes the limitations of the base game. Mods are awesome, but there are many really basic ideas that should just be built into the game.
@christmas_fighters5954
@christmas_fighters5954 2 года назад
has the moment to switch off biters and pollution come? they both serve no purpose and they just chug the fps/ups
@Skellitor301_VA
@Skellitor301_VA 2 года назад
One qol mod that could help with your splitter/UPS issue is to use the merge chest mod. This purely for the sake of FPS/UPS and you don't have to worry about balancing the inserters to buffer chests. Could also go a step further and utilize loaders to reduce the number of inserters at the stations. To be honest, at this point in the game, utilizing these mods would be more of a must than anything else for the sake of FPS/UPS, and you're so advanced in the game any question of if it's cheaty isn't really worth asking because at this point you're just expanding and not building to a rocket goal.
@juriscervenaks8953
@juriscervenaks8953 2 года назад
Hi, i usually build circuit load unload inserters, so they work at same time, and always close load station if there is not enough amount for full train. I believe circuit takes less UPS than splitters, inserters random work. One drawback is that there is one second wait time between insertions, because i added circuit that all inserters work only when one belt next to inserters is full. Currently building 4-16-4 train mega base. My though is less, bigger trains, more UPS. When i need to empty not needed station boxes, i usually load it to bot unload station, bot network separated from main bot network, my other, single player mega base has couple millions of coal, petroleum,light, and heavy oil barrels in separated storage areas, when i zoom out, boxes take more than full screen. Other fast option is to load 10 or more trains and send them to wait on wait stations, later use them. Both ways need to build infrastructure that takes space, but saves time in long term. 2-nd option is faster to build, and takes less space. But you can always blow it up:)
@GrayGHay
@GrayGHay 2 года назад
Ideas for a new lets play i would love to watch you play, a ribbon world but its a spiral one or a series about factorio extended that i was not able to watch unfortunately... maybe even both together! Keep your great content going! love it
@PaleoWithFries
@PaleoWithFries 2 года назад
Woot almost missed my ep! Awesome series!
@oliverfoxi
@oliverfoxi 2 года назад
You can use two station in one place just a bit shifted to use excess resources in dedicated modules. For example you can open station for one train load if you have more than two loads available. This will partially solve the correctness of statistics of available loads
@Pystro
@Pystro 2 года назад
My idea would have been to build 2 parallel pick up stations in any pick up module, but 2 stops on the same track would work too. There's only 3 things to be aware of: A: You need to load the train cars with 4 inserters, if you place 6 boxes they'd become imbalanced when a non-dedicated train loads up at its shifted-by-2 position. (Unless you do something even more drastic, like making dedicated trains 1-8-2 and un-dedicated trains 3-8-0.) B: The stacker will be shared between the dedicated and non-dedicated stations, meaning you have to limit their max reservations so that the *sum* doesn't exceed 3. C: If a non-dedicated train gets called in, it will be because a dedicated train has been sitting in the station unable to take its load anywhere. The un-dedicated train will have to wait until the dedicated train leaves, which means that the un-dedicated train will snatch up some of the stockpile exactly at the point in time when there's demand for the dedicated cargo. That means you should only call in the un-dedicated train when there's 2 train loads available.
@faceless_lurker
@faceless_lurker 2 года назад
For the simplest loading design (straight belt, no splitters) - could you fix the chest balancing issue by reducing the stack size of the inserters such that all segments of the belt always have roughly the same number of items on them? For the builds that produce fewer items (e.g. blue circuits) you could also use slower inserters to avoid the balance issue.
@DavidLindes
@DavidLindes 2 года назад
36:57/37:09 - you mean like, I dunno, "Transport Belt", "Fast Transport Belt", "Express Transport Belt"? "Automation Science", "Production Science", "Chemical Science", etc? "Assembling Machine 1", "Assembling Machine 2," "Assembling Machine 3"? There's more to Factorio than colors. It's just that most (but definitely not all!) of us find colors to be more quickly processed by the brain, so, we use colors. If you really do wish there was something else, though, then I'd encourage you to explore the names. ;)
@TheFreeBro
@TheFreeBro 2 года назад
It was clearly a joke. He’s played for like over 8k hrs. I’m sure he knows the names.
@schapman
@schapman 2 года назад
I'm curious to know if you've considered using train-to-train for things beyond raw materials in this base? Duplicating your existing builds helps you scale super quickly (as this episode amply shows!) but maybe the belt loop is something you could eliminate from even more of your designs.
@plankton50
@plankton50 2 года назад
On the full belts/CPU problem couldn't you also lower the number of inserters loading onto the train-loading chests and mess around with how many items the inserters hold just enough so that the inserters loading into the train chests can't quite keep up with the amount being produced? That would cause the belts to become full. A tiny reduction in output could potentially lead to huge gains in CPU.
@achtsekundenfurz7876
@achtsekundenfurz7876 2 года назад
Someone did the math and found that 4 red belts could carry 120 items per second, _just_ short of the 123 the plant can produce. IMO that's the way to go.
@Pystro
@Pystro 2 года назад
@@achtsekundenfurz7876 That works nicely here, but there's only 3 different belt speed increments. I like limiting the inserter throughput idea because it gives you more speed increments. Firstly from uniformly lowering the number of items: In this situation with just over half a red belt per wagon, their stack size might need to be reduced to 3-ish or 2-ish. While it might be appealing to then remove chests, you'd have less reduction in loading speed if you only set some inserters to a lower speed, which actually gives you 6 perfectly spaced sub-increments: 2; 2.166; 2.333; 2.500; 2.666; 2.833; 3.
@user-jm8sy5ox2j
@user-jm8sy5ox2j 2 года назад
Since you're already at megabase level, why don't you do mining and production with direct insertion and/or bots to maximize UPS?
@muskoce
@muskoce 2 года назад
im struggling to make 100 green a minute... you are making 10k...
@Christian-jc6gf
@Christian-jc6gf 2 года назад
Hey Nilhaus, I stumbled across a mod just now called logistic train network. Apparently how it works is a logistic station requests blank trains, assigns them a route that is starved of trains, and once the job is completed sends it to back to the logistic station. It's advertised as decreasing train loads by up to 30%. I know you've spent a long time on creating circuit conditions for your stations, but perhaps this mod is worth looking at?
@Nilaus
@Nilaus 2 года назад
Try searching for guides on LTN and you will see who popularized it
@Christian-jc6gf
@Christian-jc6gf 2 года назад
@@Nilaus oh haha, I guess you can tell I haven't been subscribed for that long
@Fetch049
@Fetch049 2 года назад
What would happen if all red circuit stations were de-dedicated and put into the global supply?
@RealCyclops
@RealCyclops 2 года назад
You could cut the entities in half even further by removing the buffer chests between the belt and the train. By removing the limit of having a full trains worth of cargo before the station opens, the train can start filling immediately, then sit there waiting until it’s required. The train fills much more slowly, but should fill in time before it’s needed. The biggest loss is the large buffer at the station.
@achtsekundenfurz7876
@achtsekundenfurz7876 2 года назад
That would stop production whenever there's no train in the bay, hurting performance significantly. If there's 10% downtime, you need ~11% more plants, which could negate most of the savings.
@SuperSulc
@SuperSulc 2 года назад
Add one more train per station per type, so one full train will always idle in front of the station waiting to be loaded or unloaded, to minimize downtime.
@Rockingorc
@Rockingorc 2 года назад
me having just 24 UPS :/ but around 7.2k science/m
@davidoliveira9006
@davidoliveira9006 2 года назад
post more videos to your channel
@christianlautenschlager9693
@christianlautenschlager9693 2 года назад
hey ummm i found an extreme Singleplayer/Multiplayer Modpack that takes a long time. Would you like to play a chalange?
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