13x9 Micro Factory

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DaveMcW
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13x9 Micro Factory

Post by DaveMcW »

I built a 13 by 9 tile factory using Recursive Blueprints. It produces 0.26 science per minute.

Watch it in action:

Image

Or download the map: 13x9-micro-factory.zip


The factory loops through 32 blueprints to produce all 7 science packs.

micro_factory_blueprint_book.jpg
micro_factory_blueprint_book.jpg (122.68 KiB) Viewed 53094 times


Circuit Network

Here is the basic circuit design used to control it.

micro_factory_circuit.jpg
micro_factory_circuit.jpg (103.16 KiB) Viewed 53094 times
Tick 1: The construction trigger (decider combinator) detects that the supply of items is full, and outputs a constuction signal.
Tick 2: The deconstruction trigger (inserter) detects the construction signal, and removes an item from the chest.
Tick 3: The inserter outputs a 1-tick pulse of its hand contents, which is a construction robot, to the deployer chest with the deconstruction planner.
Tick 4: The construction signal stays on, but the deconstruction signal turns off.

The two deployer chests from Recursive Blueprints read the signals and apply the deconstruction planner and blueprint book on top of the factory.


Rocket Silo

micro_factory_rocket_silo.jpg
micro_factory_rocket_silo.jpg (124.24 KiB) Viewed 53094 times
The rocket silo blueprint operates with very limited space, so I use some tricks to reduce the circuit count.
  • Construction settings combinator is removed. The settings are construction-robot=1, which is provided by the deconstruction trigger. This builds the first blueprint in the blueprint book. The rocket silo blueprint is strategically located at the end of the blueprint book.
  • Deconstruction settings combinator is removed. The settings are W=3, which is provided by the roboport.
  • Construction trigger is removed.
  • Deconstruction chest is removed. The construction robot is picked up out of the roboport.
Last edited by DaveMcW on Mon Oct 14, 2019 6:54 pm, edited 3 times in total.
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DaveMcW
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Re: 13x9 Micro Factory

Post by DaveMcW »

Advanced oil processing

It is difficult to handle the 3 outputs from advanced oil processing in a 9x9 area. My solution is to deconstruct the refinery to destroy unwanted liquids. I replace the refinery with a chemical plant to process the liquids left in pipes. When the pipes are empty, I rebuild the refinery, and the loop repeats.

Rocket fuel:
rocket-fuel.gif
rocket-fuel.gif (178.25 KiB) Viewed 53093 times

Electric engine unit:
electric-engine-unit.gif
electric-engine-unit.gif (178.14 KiB) Viewed 53093 times


Skipping science packs

It is common for infinite techs to only require 6 science packs. So I added a way to skip some steps if one science pack is already full. The chemical science factory skips ahead 3 blueprints if there is already 1000 production science. And the utility science factory skips ahead 2 blueprints if there is already 1000 military science.

chemical-science.jpg
chemical-science.jpg (108.5 KiB) Viewed 53093 times

Skipping production science leads to the problem of overproducing ingredients. So I have some arithmetic combinators that count production science packs as plastic bars and advanced circuits to keep the inventory balanced.

micro_factory_advanced_circuit.jpg
micro_factory_advanced_circuit.jpg (131.12 KiB) Viewed 52926 times
Koub
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Re: 13x9 Micro Factory

Post by Koub »

This guy is totally insane :shock:
@Dave : I don't remember seeing a creation of yours in here that didn't blow my mind
Koub - Please consider English is not my native language.
booter
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Re: 13x9 Micro Factory

Post by booter »

awesome. thanks for sharing!
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Re: 13x9 Micro Factory

Post by theolderbeholder »

*blinks*
:shock:
*blinks some more*
:o

I´m oot. :arrow:
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Re: 13x9 Micro Factory

Post by EnDeRBeaT »

Why did you decide to use 2 deployer chests? I remember that you used a constant combinator for the deconstruction.
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DaveMcW
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Re: 13x9 Micro Factory

Post by DaveMcW »

I need a 2nd deployer chest to hold the deconstruction planner. Filtered deconstruction makes it easy to avoid important buildings like the roboport and steam turbine.

There is one point where I want to deconstruct the steam tubine, so I have to use a constant combinator to do that.
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Re: 13x9 Micro Factory

Post by nafira »

Wait a minute, I'm grabbing my jaw that fell on the floor :shock:
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AustraliumEngineer
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Re: 13x9 Micro Factory

Post by AustraliumEngineer »

Lol, no reason for me to play Factorio anymore.
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Re: 13x9 Micro Factory

Post by Inglonias »

The sad part is that at 28 hours, this STILL launches its first rocket faster than me, and I really don't know what to say to that.
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Re: 13x9 Micro Factory

Post by ShutEye_DK »

Absolutely fascinating! I'm going watch that video quite a few times I think :)

Also (from your sig) brilliant tech tree!
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Re: 13x9 Micro Factory

Post by greenyaptec »

Awesome!

I guess I can just copy-paste the setup 3847 times and have a 1k SPM base.
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Re: 13x9 Micro Factory

Post by Ironhair »

This is so mindblowing that I wasn't even sure if I should reply saying a simple wow....
but seriously
Wow!
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Re: 13x9 Micro Factory

Post by akulla »

You're an inspiration!

Keep doing you, Dave.
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Re: 13x9 Micro Factory

Post by RoadRunnerLTR »

Hi,

Liked the video and I have downloaded your map to see the workings upclose.
Unfortunately it doesnot do anything except showing the elapsed time.
Is there something I didnot do?
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DaveMcW
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Re: 13x9 Micro Factory

Post by DaveMcW »

Play -> Load Game -> Sync mods with save

It is the double arrow folder button in the top right.
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Re: 13x9 Micro Factory

Post by Bizz Keryear »

With or without mod, I could not do this.
But at least I feel less stupid now that I realized I never could have done this ... cause I basically only play vanilla.
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Re: 13x9 Micro Factory

Post by movax20h »

That is really cool.

I see you are using just pipes as a storage for some fluids, instead of using storage tanks. Way smaller capacity, but less space used, and for things like lubricant it appears to be sufficient, especially if you switch back and forth between blueprints. Fascinating.
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