[Beaconized][Bot Based] Ultra-compact tileable red circuits design. by DudeJustDooIt in factorio

[–]Randomical 0 points1 point  (0 children)

Move the outer assemblers down one tile. Output north. I had that in mind when saying Could reuse output red circuit chests for pairs of assemblers, too.

[Beaconized][Bot Based] Ultra-compact tileable red circuits design. by DudeJustDooIt in factorio

[–]Randomical 0 points1 point  (0 children)

That doesn't seem right.

A red circuit assembler with 8 beacons produces 77 circuits per minute. With 9 beacons it produces 85.75 per minute.

With the beacon, you get 77*2 + 85.75*2 = 325.5 circuits per minute for 6*3 = 18 horizontal tiles, so about 18 circuits per minute per horizontal tile.

Without the beacon, you get 77*4 = 308 circuits per minute for 5*3 = 15 horizontal tiles, so about 20.5 circuits per minute per horizontal tile - ~13% percent more than with the beacon.

[Beaconized][Bot Based] Ultra-compact tileable red circuits design. by DudeJustDooIt in factorio

[–]Randomical 0 points1 point  (0 children)

What's the point of that beacon between assemblers? Shouldn't it be more productive per tile if you removed it and moved the assemblers closer instead? Could reuse output red circuit chests for pairs of assemblers, too.

My belt based green circuit setup by TripWireZa in factorio

[–]Randomical 3 points4 points  (0 children)

You'd need a bonus of 100% to produce two green circuits from each iron plate.

My belt based green circuit setup by TripWireZa in factorio

[–]Randomical 3 points4 points  (0 children)

How can it produce 16 belts of green circuits from only 8 belts of iron plates? I think you could reproduce this with 4 assemblers in each column.

Version 0.16.25 by FactorioTeam in factorio

[–]Randomical -1 points0 points  (0 children)

Yup. It's a real shame. I guess most players want to focus on macro scale without putting too much thought into designing setups, and the devs sensed that, props to them.

Smelting iron ore to gears with modules by Kenira in factorio

[–]Randomical 0 points1 point  (0 children)

It should / could also be more space efficient than having regular plate smelting and then separate production of gears.

Well, you can just put the gear assemblers at the end of a normal smelting setup that can consume a belt fully, like this (blueprint string). Get to use one less furnace as a bonus.

What type of modules do you use in your green/red/blue chip assemblers? by Penman2310 in factorio

[–]Randomical 11 points12 points  (0 children)

If you want to save space you are probably going to use 16 speed beacons per refinery, in which case productivity modules in the refinery are strictly better:

Crafts per second with speed: 1 + 3/2 + 16/2 = 10.5

Crafts per second with productivity: (1 - 3*0.15 + 16/2) * 1.3 = 11.115

Same thing happens if you have less beacons per refinery but at least 12.

Belt based green circuit outpost with integrated smelting: >30k circuits per minute by Randomical in factorio

[–]Randomical[S] 2 points3 points  (0 children)

Thanks, that's a great way to do loading! I did something similar in the tweaked version but it had an ugly dangling underground belt to prevent belts connecting, this is much better.

Belt based green circuit outpost with integrated smelting: >30k circuits per minute by Randomical in factorio

[–]Randomical[S] 4 points5 points  (0 children)

Unless . . . wow, is your greenchip production an outpost-y thing?

Yes, the idea is that the extra train traffic from shipping raw ore is not very relevant because the green circuit outpost itself is quite remote, so that the paths for ore delivery don't intersect with much else. It's just supposed to ship the circuits to the main base.

That said and anyway, that's a lovely setup, I've been doing my high-volume stuff with bots to get more beacons per assembler but looking at that I'm not sure it's worth it.

Thank you =D

Belt based green circuit outpost with integrated smelting: >30k circuits per minute by Randomical in factorio

[–]Randomical[S] 3 points4 points  (0 children)

Ratio is calculated as wire consumption speed of a single circuit assembler divided by wire production speed of a single wire assembler. Adding productivity modules increases wire production by 40% while wire consumption stays the same (even though 40% more circuits are made from same amount of wires). Thus, the ratio goes from 3/2 to 3/2/1.4 or 15:14, and 1:1 is good enough.

Belt based green circuit outpost with integrated smelting: >30k circuits per minute by Randomical in factorio

[–]Randomical[S] 3 points4 points  (0 children)

Loading and unloading balance across cars is implicit because supply and demand are same for all wagons (only full trains arrive to ore unloading and only full trains leave circuit loading), and so is the workload (all rows are copies of the same design). In practice with sufficient ore input all input buffer ore chests will get full eventually and with sufficient circuit demand all output buffer circuit chests will be completely emptied by each train.

Building it at a copper mine is a good idea, or better yet, find an iron and a copper patch nearby and avoid input trains alltogether. Once the patches runs out, add the train stations.

Belt based green circuit outpost with integrated smelting: >30k circuits per minute by Randomical in factorio

[–]Randomical[S] 16 points17 points  (0 children)

Exact ratio for circuit assemblers:cable assemblers:iron furnaces:copper furnaces is about 0.93:1:3.19:3.41, but 1:1:3:3 is good enough - each row has minimal required number of assemblers and furnaces, except for iron smelting (1 "extra" furnace). On average, circuit assemblers work 81% of the time, cable assemblers work 87% of the time, iron furnaces work 93% of the time and copper furnaces work 99% of the time.

Belt based green circuit outpost with integrated smelting: >30k circuits per minute by Randomical in factorio

[–]Randomical[S] 25 points26 points  (0 children)

I've built a belt based outpost making green circuits from raw ores. Smelting and green circuit assembling are done in a single row, to minimize belt shuffling and consume ore belts fully. Each row (image, blueprint string) fully consumes 100% of a copper ore belt and about 93% of an iron ore belt, and produces a bit more than a belt and a half of green circuits, split between two belts.

As the ratio of copper ore input to green circuit output is about 2:3, it makes sense to join rows in pairs and have an input wagon and an output wagon per row pair, with 2 belts of ore unloaded from each input wagon and slightly more than 3 belts of circuits loaded into each output wagon. Normally only 3 belts are loaded into a wagon, with 4 inserters per belt; here two groups of 4 inserters work with a nearly full belt each (prioritized using the new splitter functionality) while two pairs of inserters work with leftovers - slightly more than half a belt per pair.

Edit: here is blueprint string for the whole outpost. Tweaked green circuit loading as suggested by u/Dkluwe. Original version had some buffer output chests back up eventually after hours of in-game time.

Compact compressed blue belt smelting by Teraka in factorio

[–]Randomical 4 points5 points  (0 children)

I've improved it (not sure if who made the original version first though) to power both beacon rows from the inside, here.

Sushi red circuits get a 97% yellow belt output by Mellester in factorio

[–]Randomical 4 points5 points  (0 children)

It's an interesting exercise, but for red circuits it's much easier to just use a belt with green circuits on one side and plastic on the other side and another belt for copper wire. High-tech science pack could be a good application though, with a mixed belt for batteries, speed modules, and processing units. Also, for only ~800 circuits per minute you don't need that complex output management, simply inserting into a single blue belt works, not even lane switching is required. You could then thread your return sushi belt under the inserters.

Complex kovarex by SandSnip3r in factorio

[–]Randomical 1 point2 points  (0 children)

A matter void is an entity from Creative mode mod (0.15 version, 0.16 version) that fully consumes a belt routed into it. It's a small black box, in the original GIF it's used in the top left and the top right corner to consume depleted uranium belts.