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[Official] Factorio Information and Discussion Thread - Page 11

post #101 of 116
Quote:
Originally Posted by herkalurk View Post

The belt is stopped so the filter inserter can pull the bad items out. No leaks.

I usually play with big, less frequent ore patches and maxing out even modded extra speed belts (when I'm not in my bot only map lachen.gif), so I guess you'd still have to have normal filter inserters grab the bad stuff off the belt, then use your setup to double check they got it all (stopped belt still better then the occasional piece of copper in your iron smelter).
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post #102 of 116
Quote:
Originally Posted by Crazy9000 View Post

I usually play with big, less frequent ore patches and maxing out even modded extra speed belts (when I'm not in my bot only map lachen.gif), so I guess you'd still have to have normal filter inserters grab the bad stuff off the belt, then use your setup to double check they got it all (stopped belt still better then the occasional piece of copper in your iron smelter).

I implemented the system at the base on the ore lines just before they hit the smelter. I don't know how it would get to that point, but I figured it's a good safeguard. I have filter inserters puling the ore from the trains, and the train cars have been preset to only allow the certain ore.

post #103 of 116
Quote:
Originally Posted by Crazy9000 View Post

I usually play with big, less frequent ore patches and maxing out even modded extra speed belts (when I'm not in my bot only map lachen.gif), so I guess you'd still have to have normal filter inserters grab the bad stuff off the belt, then use your setup to double check they got it all (stopped belt still better then the occasional piece of copper in your iron smelter).

How well does that work for you? I have a factory that I have roughly 80ish hours in and it seems I just cannot get it all to work out. Have been really lagging behind in the first speed modules.
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post #104 of 116
Quote:
Originally Posted by DrockinWV View Post

How well does that work for you? I have a factory that I have roughly 80ish hours in and it seems I just cannot get it all to work out. Have been really lagging behind in the first speed modules.

It's really neat, definitely got me playing a bunch again. You need the whole chain of logistic bot construction really dialed in before starting your new, bot only construction, as your whole factory could shut down if you run out of bots. Nothing has priority, so who knows what will get done if you're short.

One problem is, even with maximum speed/carry size researched, the vanilla bots hit a point where they can't reasonably make it across a huge base. Before you hit this, you have two options:

- Build separate logistic networks of limited size, and pass items between them via trains and belts. The main thing this brings up is how to pass items between the zones effectively. My idea is to have a train depot with large storage for every type of resource (including ore), maybe even with it's own separate internal logistic network to balance stuff if needed. Then the depot delivers everything to each network's input stations. In the end though, a significant portion of your time is probably going to be spent dealing with the "inter network" system.

- Download "extension" mods that add a higher tier of bot and roboport that can handle larger areas. I went with this option so I can just plop stuff down whenever I want to without having to plan it out in advance. Here's the set that I am using, which also adds higher tiers of many other items as well: https://forums.factorio.com/viewtopic.php?f=93&t=19836. The pricing on some is pretty good, it gives you another stage of stuff to reach for, and gives you more of a reason to build some insane base. So far these bots have been able to handle my ~4GW base in a single network. Looking back, looks like I was only using 2.3GW when I posted 4 days ago... you really can expand fast when you don't have to spaghetti a bunch of belts together!
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post #105 of 116
Something that helped me with the bots is giving the receiving (requester) chests large amounts of storage in case of a lag in delivery. For instance, rocket fuel takes 10 solid fuel to create, so the requester chest for each factory that creates rocket fuel has a requirement to have 500 solid fuel. I've seen it dip below 400 here and there, but they will keep up in the long run. I do have a huge bot system at my main base, but most of the sprawl is to cover for rebuild and repair, not for item delivery. To achieve this kind of base you will need lots of bots. I have 2000 logistic bots running now and if my rocket train (delivers all of the items to an offsite base with the rocket silos) shows up, most of them will rush to refill the chests at the train station. When my base is busy with normal production it's usually using around 700 of the bots.

The thing that is nice about smaller networks is you can leave remote bases unatended and let them repair things. I have many remote sites for mining, building certain items, oil processing, etc. At many of them they are completely walled and I have a few roboports in them with 30-50 construction bots and a full stack of each item on that site. In the event I lose a wall segment or turret, it's replaced. Put a bunch of repair packs in each of the robo ports and just check up on it here and there.

Speaking of construction bots, my main base sprawl has used them heavily, especially in defense. I have lots of land mines around the sides of my base that have biters near by. Landmines are 'buildings' too, so when biters, blow them up, they are queued for replacement. The constructors grab the new mines and place cause my factory producing mines goes into a passive chest. Then it starts creating new mines, and the requester chest on the factory requests more materials and etc, etc. I do produce items on to conveyor belts still, but I also make sure everything my base produces gets some put into a passive provider chest. That way any item that gets destroyed can be automatically replaced. Or you can have them delivered to your own logistic slots.


Edited by herkalurk - 2/27/17 at 7:56pm
post #106 of 116
Quote:
Originally Posted by Crazy9000 View Post

It's really neat, definitely got me playing a bunch again. You need the whole chain of logistic bot construction really dialed in before starting your new, bot only construction, as your whole factory could shut down if you run out of bots. Nothing has priority, so who knows what will get done if you're short.

One problem is, even with maximum speed/carry size researched, the vanilla bots hit a point where they can't reasonably make it across a huge base. Before you hit this, you have two options:

- Build separate logistic networks of limited size, and pass items between them via trains and belts. The main thing this brings up is how to pass items between the zones effectively. My idea is to have a train depot with large storage for every type of resource (including ore), maybe even with it's own separate internal logistic network to balance stuff if needed. Then the depot delivers everything to each network's input stations. In the end though, a significant portion of your time is probably going to be spent dealing with the "inter network" system.

- Download "extension" mods that add a higher tier of bot and roboport that can handle larger areas. I went with this option so I can just plop stuff down whenever I want to without having to plan it out in advance. Here's the set that I am using, which also adds higher tiers of many other items as well: https://forums.factorio.com/viewtopic.php?f=93&t=19836. The pricing on some is pretty good, it gives you another stage of stuff to reach for, and gives you more of a reason to build some insane base. So far these bots have been able to handle my ~4GW base in a single network. Looking back, looks like I was only using 2.3GW when I posted 4 days ago... you really can expand fast when you don't have to spaghetti a bunch of belts together!

It has probably been a month or so now since I have booted up the game, so based on what I remember...

I want to say my total factory is just north of 1GW, and roughly 30k robots. I have stopped my robot construction lol since really only 7-8k are used at a time. I think my biggest power draw is the roboports, I have them all on the same network throughout the factory. I will have to boot the game back up and check out the mod you referenced to see where I stand.
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post #107 of 116
Just added some more advanced chip creation.






I'm feeding it the basic chips as the excess from loading the trains. This advanced chip creation is just to supplement the other advanced chip production elsewhere, so if it slows down it's ok. I control it with logistic network on the belt. The chests to load the trains each hold 3200 chips, so as long as there is 18K in them, the belt will run.

post #108 of 116
I think I'm going to have to start over. My factory balooned into a huge 10GW monster, and runs at 20FPS now.
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post #109 of 116
.15 is on beta, and I've spent hours fixing my pumps....

In case you don't know they changed the fluid pumps to 2x1 insead of 1x1. So you will have to fix each of your pumps.

One nice addition other than fluid tanker wagon train cars is the ability to barrel any of the fluids. They now have standard builds for the factories.

There is a slew of other changes. Go check them out and start .15 if you're ready.
post #110 of 116
Thanks for the update!

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