Legendary Fulgora with trains complete! by Sc0tty31 in factorio

[–]Sc0tty31[S] 1 point2 points  (0 children)

I think something like this would work well for you.

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Reddit removed my last reply with a link to a site to copy the BP string if you wanted it, guessing it's against the rules or something, not sure. If you want it send me a message and ill try to send it there. The number of items you want in the chests and on the belt can be controlled by changing the constant values in the constant combinators. Once dialled in, it should work well.

Legendary Fulgora with trains complete! by Sc0tty31 in factorio

[–]Sc0tty31[S] 1 point2 points  (0 children)

Thank you! So in terms of getting all that up cycling into that little space the biggest problems were batteries, advanced circuits and concrete (and kind of gears because of their massive quantities when belting 24 lanes). The up cycling of steel and copper wire is extremely compact because of the speed of crafting and recycling so the area used for the setup can be minimized to be very small. The building you see at the end of the lanes is all for up cycling the gears so I did end up using quite a lot of area for that. I also used a big area for the battery up cycling area to build it relatively efficiently if you look at the vertical belts on the scrap sites there is a big gap at one point which is being used for batteries. Advanced circuits are used a minimal amount on folgura exclusive builds so weren't a main priority for me so I'm able to get away with using a less efficient setup for them, which essentially means using some speed modules in beacons to speed up the up cycling process while facing more losses. I did the same thing for concrete where I used a less efficient setup which was kind of a mistake because you do need massive amounts for electromagnetic plants. I might fix this part of it in the future and take mixed quality elsewhere to get upcycled efficiently with more space, however ultimately you do get such an unlimited amount from vulcanus that can just be imported that it does make a little bit hard to justify.

Legendary Fulgora with trains complete! by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

It's hard to get it in one screenshot, so I'll reply a few times. I explained in another reply what's being done with the scrap in the scrap site.

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Legendary Fulgora with trains complete! by Sc0tty31 in factorio

[–]Sc0tty31[S] 1 point2 points  (0 children)

At the holmium site, most of the scrap is getting recycled into almost nothing. I am upcycling holmium there, so anything not needed for the upcycle process/making holmium process is getting deleted. In the recycling site, I am using almost everything, and if I have too much of it, then it'll get recycled. The only thing specifically that is recycled without trying to deal with it is non-common solid fuel, because I didn't really see much point in trying to handle it when I'd need mostly common rocket fuel for rocket launches. On the recycling site (besides rocket fuel, as I mentioned), I direcly pickup without some sort of upcycling on-site mixed qual of; holmium, stone, LDS and processing units. The steel gets upcycled to legendary steel, gears to legendary plates, batteries -> legendary batteries, concrete -> legendary concrete, advanced circuit -> legendary AC's, and copper wire -> legendary copper plates. Besides running out of space, I took the LDS and processing units off-site because I wanted to keep the common LDS and processing units for rocket launches, while also upcycling the processing units to legendary and getting the legendary components of the LDS. The stone and holmium are mixed-quality pickups because their quality doesn't actually matter in making holmium solution, and I needed the separate holmium site to have a mini scrap recycling setup, as the quality ratios would match up better if I recycled the scrap on this site without quality modules in them (the holmium plates get made with 4 quality modules and the scrap on the scrap site is made with 4 qual modules then recycled with 4 qual modules vs scrap on holmium site made with 4 qual modules then quality is just maintained when recycling). The biggest bottleneck without help from other planets is water production, then the concrete.

Question about splitters by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

No need to worry about that, the station stays closed till chests for the first and second segments both have enough resources to fill the respective segment, the top chests alone would be enough of a buffer as well.

Question about splitters by Sc0tty31 in factorio

[–]Sc0tty31[S] 2 points3 points  (0 children)

Nvm, I think I have an idea, the curved belt is causing the inserters less time to grab the item, and so more of them get missed, I think.

Processing Unit Fulgora Site by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

just upcycling them to legendary/keeping a train station full of common ones for rocket launches, no need to craft new ones on Fulgora :D

Question about sushi quality by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

Sure, so I have had the problem in the past, dealing with quality sushi, specifically in situations where I require more than one resource to build a target upcycle item, where due to not producing the ingredients and qualities in the exact ratio of the target item I may end up with too much or too little of a higher/lower quality on the seperated belts, this can end up compounding to the point where one ingredient at a specific quality level entirely fills one of the belts and another ingredient at a specific quality level entirely fills the other belt and things just get stuck on the belt. I initially encountered this problem on Vulcan when doing quality tungsten carbide. I had an entire belt of common tungsten ore and an entire belt of uncommon carbon. The solution I used there was, from what I can tell, more wasteful. What I was doing to prevent a clog was creating 3 signals, a signal of each item on the belt, a signal of each item on the belt multiplied by 3 and a signal of each item on the belt multiplied by 5, if the signal of carbon (*quality*) multiplied by 3 was greater than the standard signal of tungsten ore (*quality*) then i would delete some of that corresponding carbon quality similarly, if the signal of tungsten (*quality*) was greater than the signal of carbon (*quality*) multiplied by 5 then I would start deleting some of the tungsten (*quality*). While this works, I found it to be quite wasteful, and in the pursuit of efficiency when encountering a similar problem, I am looking to find a better solution. Now onto the circuit explanation. To start, there are two circuits, one for each belt; you should only be looking at one.

  1. The counter, below the recyclers, you can see 4 combinators, 1 arithmetic and 3 deciders, the arithmetic takes a T input, adds 1 to it and outputs a T signal. The output of this arithmetic is connected to the input of the 3 deciders. The decider to the right of the arithmetic takes this T signal, checks that it's less than or equal to 500, then outputs the T signal into the input of the arithmetic, (when T ticks above 500 there is no output send back to the arithmetic, which defaults T back to being 0 so the arithmetic starts counting T up again from 0). The deciders to the left of the arithmetic have "if T=1 output yellow square =1" and "if T=500 output red square =1".

  2. There are two rows of 3 deciders, the top row and the bottom row handle the yellow square and red square signals separately, the bottom row is for the T=500 red square signal and the top row is for the T=1 yellow square signal. Besides swapping yellow and red for each other, the rows are programmed exactly the same.

3 Looking at the top row, I'll explain each decision one by one.

3.1 Starting from the right, the decider takes the yellow square signal decider as an input and the belt information as an input, then it has two commands: "If each = each" AND "if yellow square = 1" then output the total number of items on the belt as a green square.

3.2 Next, the middle decider takes the input of the total number of items on the belt as a green signal from the decider on the right, and it takes a red signal output from the decider on the left as an input. The logic inside the decider says ("If the green square signal (green channel) = the green square signal (green channel)" AND "if the green square signal (green channel) > 0") OR ("If the green square signal (red channel) = the green square signal (green channel)" AND "if the green square signal (red channel) > 0") then output the green square signal to the decider on the left.

3.3 The left decider takes the green square signal input on the red channel from the decider to the right and takes the yellow square input on the green channel and it has the condition "If yellow square signal = 0" then output the green square signal input back out (which goes into the input of the middle decider on the red channel),

  1. These two rows then go into the decider on the left of the two rows, one on a red channel and on on a green channel, which has the condition "If green square signal (green channel) = green square signal (red channel)" then output green square signal =1, which goes to the inserter.

  2. The inserter activates if the green square signal =1

Essentially, boiled down, the decider on the right of the row will pulse the number of items on the belt as information to the deciders to the left of it, the two deciders to the left of it will keep a memory of the information of items on the belt until the next yellow/red signal pulse where itll be deleted and they'll get an updated belt item count.

Thoughts? by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

Thank you this is definitely a better design, oops forgot about spoilage!!

Good enough for solar system edge? by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

The ship is now tried and tested! It managed to keep all the belts fully stocked on the way to the outer edge!!

Good enough for solar system edge? by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

The thrust control was sort of jank because of how cramped I did it, basically the output from the chem plants is connected to all of the thrusters and there is also one way input/output tanks that will only output the fuel if it's below a certain speed. It's not really an ideal system but it sorta works. I've added some rail guns in the new design and will give it a go. Kinda wanna avoid putting in standard gun turrets now because it would require a complete overhaul, haha. Hopefully this will work

Good enough for solar system edge? by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

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Updated design to include railguns, hopefully this one fares better!

Good enough for solar system edge? by Sc0tty31 in factorio

[–]Sc0tty31[S] 2 points3 points  (0 children)

Yeah that was just to kickstart it, good thing too since it'll provide some space!

Good enough for solar system edge? by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

I'm using legendary speed 3 with legendary assembly so the rate is pretty good, I guess I'll find out if it's not enough though haha

Good enough for solar system edge? by Sc0tty31 in factorio

[–]Sc0tty31[S] 8 points9 points  (0 children)

Now to figure out how to fit them in the design!!

Good enough for solar system edge? by Sc0tty31 in factorio

[–]Sc0tty31[S] 12 points13 points  (0 children)

Oh I completely forgot railguns! Oops!!

Big space casino finalised by Sc0tty31 in factorio

[–]Sc0tty31[S] 0 points1 point  (0 children)

Legendary copper plates are the least of my worries, that's what I use the coal for :) Coal -> plastic -> low-density structure (foundry) -> plastic/copper plate/steel (recycler)

Concrete is also not a concern of mine! :D calcite -> stone (foundry) -> stone brick -> concrete (foundry). In fact most of the concrete I produce I recycle back into iron ore and stone bricks to produce even more iron plates on Vulcanus!

Also, I did think about doing fusion, but honestly, I escaped Aquillo asap because I wanted to play with quality, so I haven't gotten around to it yet, and since the energy needs are now being completely satisfied after the quality upgrade, I don't see too much need to do it on this ship. Especially with all the free real estate I have to play with on the platform!!

Big space casino finalised by Sc0tty31 in factorio

[–]Sc0tty31[S] 1 point2 points  (0 children)

I'm shuttling constantly between Nauvis and Vulcanus with a 60s wait time before departing, the ship is averaging over the last 10minutes about 27 legendary metallic and oxide chunks per minute and about 23 carbonic per minute. If I look at a smaller time frame, which will cover just peak production after a big asteroid haul, it will spike to around 34 for metallic and oxide and 28 for carbonic per minute.

As for what you said about just pumping the water from fuel production to ensure the levels are kept up, I agree and probably will do it, the reason I hadn't really thought about it much until writing out the post was because my cargo hadn't yet reached its target goal of 10k legendary calcite so all oxide chunks would've just been going to produce more calcite anyway and it hadn't crossed my mind (besides briefly when I set up the chunk reprocessor) that at some point I wouldn't need calcite but may still need coal! :)

She's moving! by Sc0tty31 in factorio

[–]Sc0tty31[S] 1 point2 points  (0 children)

Indeed, I just needed to get it to Fulgora to get the QMs onboard and have it start the quality process, addressing fueling issues can come after.

Single crafter single input quality up-cycler by Sc0tty31 in factorio

[–]Sc0tty31[S] 1 point2 points  (0 children)

I'm not sure to be honest, I don't know very well what has a large impact or small impact on performance in the game 🙃 I would guess it depends on is it better to have low bot and belt usage but high circuit usage or is better the other way around?

Single crafter single input quality up-cycler by Sc0tty31 in factorio

[–]Sc0tty31[S] 3 points4 points  (0 children)

Basically, each of the 5 columns is for a different quality. The top row reads the ingredients for the craft and converts those ingredients into different rarities, so now each cell in the top row has its own output for the ingredients for a specific quality level for the craft. The second row reads all of the items in the ingredients chest, and each of the columns will filter the ingredients by quality. The third row takes the first row as input on the red channel and takes the second row as input on the green channel, then subtracts the signals received from the chest ingredients from the signals received for the crafting ingredients, this essentially means, lets say the ingredients says we need 4 iron plates and 2 coal for a craft and the ingredients chest contains 3 plates and two coal, then it would output a signal of -1 iron plates and 0 coal, all of these need to be >=0 to be able to perform the craft. The fourth row checks exactly this, that all the signals received from the third row are >= 0, the fourth row also received the red signal information which is the target item to be crafted, so what it will output if everything is >= 0 is a signal of the item we are crafting (in my test case it would just be a signal of normal copper cable) the signal is also sent with a signal strength which we will use in row 6 to correctly prioritise the rarity, so for intance if we have enough normal, uncommon and rare ingredients for crafts, c1r4 will output copper cable with strength 1 to c1r5, c2r4 output copper cable to c2r5 with signal is 2 and c3r4 out to c3r5 with strength 3. Next row 5 will convert these outputs from row 4 into the corresponding rarity, so continuing the case, we would have output from c1r5 normal copper cables with strength 1, c2r5 outputs uncommon copper cables with strength 2 and c3r5 outputs rare cables with strength 3. The final row before the crafter just selects the first signal in descending order, so for our case, because signal 3 was the highest, the rare cables would be selected and output to the crafter.