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My latest factory

Posted: Mon Oct 13, 2014 11:16 pm
by Boogieman14
So I've been building a new factory, 81 hours in now.

Mods used:
- Automatic Rail Laying Machine (https://forums.factorio.com/forum/vie ... =14&t=4287)
- Advanced Radars (https://forums.factorio.com/forum/vie ... 62&p=39071)
- Landfill (https://forums.factorio.com/forum/vie ... =14&t=4973)
- Resource Monitor (https://forums.factorio.com/forum/vie ... =14&t=2855)
- The Fat Controller (https://forums.factorio.com/forum/vie ... =14&t=4504)
- Resource Spawner Overhaul (https://forums.factorio.com/forum/vie ... =14&t=4761)
- Bob's Power (https://forums.factorio.com/forum/vie ... =51&t=4831)
- MoreLight (https://forums.factorio.com/forum/vie ... =14&t=6082)
- Larger Inventory (https://forums.factorio.com/forum/vie ... =14&t=5891)
- I had actually loaded Roadworks as well, but since I just don't use cars at all I removed it at about 60 hours in so I wouldn't have to deal with limestone.

For this factory, I set myself a few groundrules:
- No solar power (except for a handful of self-powered radar stations)
- No ore handling using bots
- Initially I had planned to have just one incoming goods station (multiple stops) and build a big ore sorter, but at some point this ran into some scaling problems so I abandoned that concept and went for dedicated unloaders instead.

So I actually have two stages of the game to show:
1) the game at 60 hours, just as I removed Roadworks and started the switch to dedicated unloaders
2) the game at 80 hours

Note: to view the full images, right-click and open in new tab/window


First the factory at 60 hours
The world map at maximum zoom
A map of the factory
An overview of ore sorting, storing, smelting
Incoming mixed goods station
The ore sorter
Ore buffering
Science area and some pre-bots production
Circuits
Misc modular production
Steam engines
Oil

Re: My latest factory

Posted: Mon Oct 13, 2014 11:17 pm
by Boogieman14
So, just shy of 82 hours into the game. The world map actually isn't that much bigger than the 60 hour one, guess much of the 20 hours was spent refactoring the base and hooking up some already discovered resources. I also just re-enabled Roadworks, because it turns out Resource Spawner Overhaul can't handle removal of ores from the game. It crashes when a new chunk needs to be generated.
80 hour world map
An overview of the entire factory
Iron Unloader
Ore smelting
Plates storage
Production and consumption numbers
Electric network
A typical mining outpost loading station
A typical mining operation
Resource monitor
All done

Re: My latest factory

Posted: Tue Oct 14, 2014 3:26 am
by Devildog
That's so cool!

Re: My latest factory

Posted: Tue Oct 14, 2014 10:55 pm
by Boogieman14
That's my story for this factory so far. I must admit, I'm at a point now where I usually get a tad bored and start a new map, so chances are the story won't progress much further.

If anyone wants to take a look around my factory, feel free :)

Save: https://www.dropbox.com/s/az4mbyl7eoucz ... M.zip?dl=0
Mods: https://www.dropbox.com/s/ht9vb6dzgyk71 ... s.zip?dl=0

Re: My latest factory

Posted: Wed Oct 15, 2014 1:26 am
by Devildog
Thank You, I cant wait to see it !

Re: My latest factory

Posted: Wed Oct 15, 2014 4:36 am
by n9103
Interesting naming/numbering system for the resources/stops.
Could just use C instead of Coal, since it's mostly Carbon ;)
I'm usually a little more verbose, but my fields and stations tend along the same lines.

Re: My latest factory

Posted: Wed Oct 15, 2014 8:42 am
by Boogieman14
n9103 wrote:Could just use C instead of Coal, since it's mostly Carbon ;)
Good point, I guess C for Coal is in fact closer to reality than Cu for Copper ore or Fe for Iron ore :) (ore is of course nowhere near the pure element)

Just before bed last night, I figured I could give F-Mod a try, that looks like a nice bit of a resource sink to keep the game going for a while longer.. I can already see myself building massive science pack setups :shock:

Re: My latest factory

Posted: Mon Oct 20, 2014 11:24 pm
by Boogieman14
So to keep the game going for a while longer, I've added all of Bob's mods and added and removed F-Mod. After fiddling with all the new metals Bob introduced, I've decided I'm going to set up a new base somewhere faraway to do a proper systematic attempt at mod production. To that end, I've seriously beefed up my wall production:

Image

This is the machinery I've set up for that, using Bob's Assemblers:
Image

6 Speed 3's in each furnace (just for shits 'n giggles):
Image

Packed express belt wasn't able to bring stone in fast enough, so I just dropped some requesters in (crazy, I know)
The factories are still waiting for bricks :lol:

Re: My latest factory

Posted: Wed Oct 22, 2014 7:48 am
by O_Prime
My designs is alive)))

Re: My latest factory

Posted: Wed Nov 05, 2014 10:30 am
by Azeltorn
Where do you have the windows of "Production and consumption numbers" i can't found it in the game, that a Research or a mod ?

Re: My latest factory

Posted: Wed Nov 05, 2014 10:44 am
by Florian
Azeltorn wrote:Where do you have the windows of "Production and consumption numbers" i can't found it in the game, that a Research or a mod ?
click on an electric pole

Re: My latest factory

Posted: Wed Nov 05, 2014 10:56 am
by Azeltorn
I do that but i just see the picture of "Electric network"

Re: My latest factory

Posted: Wed Nov 05, 2014 11:06 am
by BurnHard
Press "P" or look into the key binding settings.

Re: My latest factory

Posted: Wed Nov 05, 2014 3:13 pm
by Azeltorn
Thank you it's okay now :)

Re: My latest factory

Posted: Thu Nov 06, 2014 1:19 am
by -root
edit; nevermind.