![]() Stickman wrote:Yep, I know how smart inserters work. Which should increase throughput of logistic network. I'm kinda obsess about making stuff compact after all.īut that being said, the closer stuff is from each other, the less distance your robots ever have to travel and the less often they have to recharge. But that is just my opinion, feel free to ignore it. That would definitively make for one of the most compact base ever built and I think it would also look pretty damn cool as well. Ideally, those sections should be as close to each other as possible. Power, Assembler/Furnace, Oil Processing and train central. There should only be 4 distinguishable sections to your base. With perhaps an occasional line for roboports or something. Considering that an electric furnace needs the same kind of setup/space as an assembler, there should be a way to place stuff in one huge perfectly aligned square of assemblers and furnace. If your goal is to have as compact a base as possible, you should probably work on that next. Your "factory modules" are quite compact and neat looking, but there is a lot of empty space in between sections for no apparent reason. Definitely on the to-do list.ġ) re-locate solar power to be out of the wayĢ) evaluate green/red circuit production needs per minute, tailor assembler count to suitģ) Quadrant-based, raw item interlaced grid for entire factory, one entirely compact centralized squareĤ) Convert to smart inserters into provider chestsĥ) Stagger inserter quantities to avoid over productionĦ) re-work oil refining area to be more compact and allow for greater volume processingħ) build more walls, even though defenses are already fine I haven't taken the time to figure out how many reds I consume per minute on average so I'm not sure if I have the appropriate number of red circuit factories, but I'll be able to judge that the more I use the base. This base center manufactures a lot of the high-volume stuff I use so that robots making a lot of trips here with raw materials don't have to go very far no matter what direction they come from. This is the center of my base, with 16 roboports for charging when I trigger all the factories working at once with robots flying everywhere. Here's steel, chests, roboports, turrets, ammo, and rails. The grid of smelters at the top of the frame is iron plates while the grid at the bottom of the frame is copper plates. You can also see part of the solar blueprint that I'm pretty sure everybody already knows about. I have no main train station yet or anything complicated but I'm beginning to incorporate trains. I have iron and copper coming in via 3 trains. ![]() Now, you can't have a drone-operated base without DRONES right? Here's the little factory group I set up to make drones: I haven't seen many super-compact high-volume oil builds so if anyone has any ideas, I'm all ears. Reworking oil production is on the to-do list. This is the entire base, not including outposts or solar grids. Rotated in different ways (and furnaces swapped out for factories), I built most of the base around this common blueprint: How did I do? What would you do differently? My focus on this build was being as compact as possible in that, without looking TOO ugly, to have as many tiles as possible used for something functional. This base should be making very nearly all the base products I use or will use on a regular basis to expand the power grid as needed and to craft components used to build other bases and outposts. After using belts to finish off 99% of the tech tree, I decided to rip it all up and rebuild in a way that uses no belts or minimal belts and do so being as compact as is reasonable without sacrificing too much throughput or production. I have a solar powered factory going in 0.12. So, I've started and restarted and re-restarted until I'm blue in the face and love this game, but this is the first time I'm actually building beyond automating the science packs.
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