Factorio megabase train layout

Privacy Terms. Skip to content. Factorio Forums www. Quick links. Forum rules Clever and beautiful constructions, bigger than two chunks - Defense: killing biters as an art - Castles, Throne Rooms, Decorations comfortable living in the Factorio World - Main Bus Concepts - Modular Systems, Factory Streets, show how all works together - Megabases Please provide us with blueprints or saves, if that makes sense of course.

Ever since I've reached the map limit and my computer's limit in Transport Tycoon I've wanted to build something like this. The problem was with previous versions of Factorio I reached unbearable UPS limits quite quickly, but the general gist of things was always to have a massive railway network to transport goods as needed between large factories.

Each module in the end makes 5k of each science, I wanted to go for a 20k SPM base. Also, I usually liked to play together with the landscape, like this: v16base v16base. UtilitySciHub v17base utility sci. SpaceSciHub v17base space scihub. SciHub v17base space scihub 2. Ihearyoulikedgraphs megabase graphs. You do not have the required permissions to view the files attached to this post. Re: [ Board index All times are UTC.Privacy Terms. Skip to content.

Factorio Base Tour - Rybek's 1k SPM Hybrid Factory With MASSIVE Trains

Factorio Forums www. Quick links. My 1 rocket per minute train-bus no-bot "megabase" Clever and beautiful constructions, bigger than two chunks - Defense: killing biters as an art - Castles, Throne Rooms, Decorations comfortable living in the Factorio World - Main Bus Concepts - Modular Systems, Factory Streets, show how all works together - Megabases Please provide us with blueprints or saves, if that makes sense of course.

Forum rules Clever and beautiful constructions, bigger than two chunks - Defense: killing biters as an art - Castles, Throne Rooms, Decorations comfortable living in the Factorio World - Main Bus Concepts - Modular Systems, Factory Streets, show how all works together - Megabases Please provide us with blueprints or saves, if that makes sense of course.

It produces just under 1 rocket per minute from 22k copper ore, 15k iron ore, 1. This is my only silo, with 4xprod and max speed beacons it manages to launch almost 1 rocket per minute. The production is pretty fast, it's the launch animation that's the problem Below is an overview of the various parts with links to the designs, feel free to ask for any particulars! Setup I wanted to try out the 'train-bus' concept, i.

The game is mostly vanilla, with three major exceptions: 1 nucular power cause solar is boring and coal is annoying 2 endless ores and I actually replaced all patches with circular patches so I could use a blueprint for the mines. No bots are used except in the 'store' that produces belts, plants, etc. The goal was to have slight overcapacity everywhere, and use backpressure propagated via trains set to wait until empty to regulate production.

Plants are switched off to save power based either on buffer contents or on output backing up. The bottom trunk link has branches to the ore patches, the top one is just a single straight line. All stations have a loop and have waiting bays before the loop and stops after the loop.

All stations also have a passenger station and most stations have a fuel supply. Where possible, each stop has a dedicated waiting bay just before the stop so there is always a train waiting right behind the unloading train. The general idea beind the track layout is described here: viewtopic. Smelting The smelters and refinery have two stations: an unloading station for ore and a loading station.

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I combines steel and iron plates, using 6x4 express belts of ore each unloading from one stop to produce 3x4 belts of iron plate and around 3 belts of steel. Copper uses 4x4 belts or ore to make 4x4 belts of steel.

Smelting design: viewtopic. This allows the ore waiting bays to have two trains per bay. Note that the layout is a bit strange because I first had the train station N of the track and the smelters E of the train station, but I ran out of space for both smelting and unloading, so I moved the train station to S of the track but kept the smelters where they were.

I guess it would be prettier if I moved both iron and copper smelting west so they're immediately north of their stationsChanger la langue. Voir version ordi. Installer Steam.

factorio megabase train layout

Page du magasin. Factorio Page du magasin. Name Lips Afficher le profil Voir les messages. For all the hours I've put into Factorio, I've never built a megabase. Takes even longer, multiple rockets needed, but by then robots are pretty much building everything and its just a matter of waiting for resources to be delivered. From what I understand, the way megabases work is with isolated production facilities fed by trains. So I guess the plan is to make my regular bus, but primarily focus on getting my railroad techs and producing tons of rails and engines and whatnot.

And then set up remote facilities for mass production of plates. I've seen people who divide up the map into a massive grid of rails, which seems very organized but possibly limiting. Also I have tons of different fluids to deal with, which might be tricky. Any suggestions or hints would be welcome! Melington Afficher le profil Voir les messages.

When you think it's big enough, it is not! So basically just build big and bigger and allways leave enough space for massive expansion. I suggest modular factory design with enough space between so you can have a vast train network to support it. Outsourcing plate production is a good start, also think about intermediate products that are needed in massive Volumina. Best regards. Killcreek2 Afficher le profil Voir les messages. Couple of tips for megabase planning: Take the production chains into account when assigning assembly zones.

This approach should help minimise train congestion, as many train routes will never need to cross each other. If you are belting items between sections, the same advice applies.

Rather than 1 giant bus-of-everything running through the entire megafactory, you can use the train network itself as the main bus. Thanks for the advice.

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Once I get a factory set up making my rail parts, I'll try to post some screenshots of the megabase coming together. In that playthrough, initial resources are just enough to build an alternate way of having resources because research is expensive and you won't have the tech to deal with bitters before runing out of resources.

The purpose of a megabase is when there is more scalling involved, a pure vanila playthrough until launch of a rocket does not need a mega base.

Another goal: Minimize as much as possible using robots to move around products or liquids. And pretty soon you've gotten lazy and used them everywhere. Delivering stuff to me, fine. Construction, fine.Privacy Terms. Skip to content. Factorio Forums www. Quick links. Train system balancing for megabase Don't know how to use a machine? Looking for efficient setups? Stuck in a mission? I want to rebuild my base for 1k SPM, from my currentand even now I have problems with balance, which I solved just by having A LOT outposts and big stackers everywhere.

Also I have a really simple circuit that disables station if it's not enough ore for train to pickup, but because of that, when outpost shrinks, many trains are constantly in the move, often returning without ore because while they were on their ride no outposts were opened And now I'm only doing trains only for ores I want to solve this problem for this time modlessly.

I'm considering to somehow make a thing that will only pass trains from providers when they are needed, and send it to the biggest priority consumer with lesser amount buffered trains?.

And I wander if there are other simpler methods?. What exactly do you mean by "balancing"? If you want to know others opinions how to balance your setup, you need to describe your setup exactly first. When you write, that you disable pickup stations, then I assume they are all named the same.

And next, I am thinking: 'oh no, not that again! That is the basic problem with this, yet people keep going down that road again and again. But that can not be done on an open track network that spans the entire map. You need a train management system then, but which is very complex and not achievable with vanilla circuitry for a reasonable investment of time and brainpower.

Then you need a mod like LTN.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Factorio Store Page. Global Achievements.

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For all the hours I've put into Factorio, I've never built a megabase. Takes even longer, multiple rockets needed, but by then robots are pretty much building everything and its just a matter of waiting for resources to be delivered. From what I understand, the way megabases work is with isolated production facilities fed by trains. So I guess the plan is to make my regular bus, but primarily focus on getting my railroad techs and producing tons of rails and engines and whatnot.

And then set up remote facilities for mass production of plates. I've seen people who divide up the map into a massive grid of rails, which seems very organized but possibly limiting. Also I have tons of different fluids to deal with, which might be tricky.

Any suggestions or hints would be welcome! Showing 1 - 15 of 47 comments. Melington View Profile View Posts. When you think it's big enough, it is not! So basically just build big and bigger and allways leave enough space for massive expansion. I suggest modular factory design with enough space between so you can have a vast train network to support it.

Outsourcing plate production is a good start, also think about intermediate products that are needed in massive Volumina. Best regards. Killcreek2 View Profile View Posts. Couple of tips for megabase planning: Take the production chains into account when assigning assembly zones.

This approach should help minimise train congestion, as many train routes will never need to cross each other.

If you are belting items between sections, the same advice applies. Rather than 1 giant bus-of-everything running through the entire megafactory, you can use the train network itself as the main bus. Thanks for the advice. Once I get a factory set up making my rail parts, I'll try to post some screenshots of the megabase coming together.

In that playthrough, initial resources are just enough to build an alternate way of having resources because research is expensive and you won't have the tech to deal with bitters before runing out of resources. The purpose of a megabase is when there is more scalling involved, a pure vanila playthrough until launch of a rocket does not need a mega base. Last edited by [Ygg]Azarhiel ; 31 Mar, am.

Another goal: Minimize as much as possible using robots to move around products or liquids. And pretty soon you've gotten lazy and used them everywhere. Delivering stuff to me, fine.

Construction, fine.Privacy Terms. Skip to content. Factorio Forums www. Quick links. Megabase tips Don't know how to use a machine? Looking for efficient setups? Stuck in a mission? Just finished an achievement run, where I cleared almost everything.

Now I'm setting my sights towards a "megabase" or "gigabase", over a long time. I'll be starting a new map and working my way up. I plan to have a few mods going for this build. The plan is to use only bots, as I've not really had a chance to really get in to bot use before, and I've heard it can be good for performance if done correctly. I also really like the idea of a bot factory. I have a few things that I've been trying to figure out before I start, so there won't be a huge restart when I figure something out hours in!

Any help is much appreciated. I'm going to use RSO mod for map gen, to get more consistent ore generation. The plan is to build a decent base, get supplies, then load it on a train and move a huge distance in one direction, to get enormous ore patches that won't run out as quickly.

There will be a lot of moving things around by train, from mines to smelters to factories Basically a "railworld" The plan was to have different lanes of tracks for each type of material, with two-headed trains, and terminal stations. I was thinking of having inner lane for ore, middle for plate copper, iron, steeland outer lane for the rest circuits, building components, etc. I've seen some designs with up to 4 lanes each way, but I'm unclear if some of these are separated lines, or just bypasses for overtaking at junctions where trains aren't going to be turning etc.

I have been playing around with trains, but is this only good for ore where infrequent, long distance trips are better? Would it be better to do or trains for the valuables, or can be used throughout?

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I have heard that more trains on the network increases load, so less, but larger trains would help? I plan on using solar for power, and having uranium for fueling trains when I get to the point of having a good supply going through mining and kovarex. The former is what I have planned, but I'm curious. I was thinking of turning off pollution for performancebut having expansion, to keep things interesting.

With the new artillery cannons, I expect that keeping them a good distance away from train lines wont be as big of an issue as it used to be.

factorio megabase train layout

I do want to keep it challenging. Just trying to get an idea on a good starting mentality. Any links to tutorial series etc are also welcome! It is enough to fill the engines up at one point for example the smelting area 5: I think biter expansion doesnt work without pollution since they feed on pollution to grow.

I learned a lot from that base My advice: I recommend using 1-way trains instead of 2-way, the basic reason is because 1-way trains have much better travelling performance lower loco-to-wagon ratios to achieve max speed, for instance. The layouts are a bit more space consuming, but it's very worth it when you finally get huge and need good rail throughput also, larger trains are marginally better than more shorter trains for throughput, but it takes a pretty massive base to really motivate using larger than trains, imo.

In order to handle concentration of raw materials, I suggest having your many mines feed a few 'hubs' which concentrate like a dozen mine's worth of raw materials brought by smaller trains into singular larger trains which then feed into your smeltery.

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The advantage is that you cut down on traffic at the smelter and hence can support a higher maximum throughput, though you pay in UPS for this a bit.Privacy Terms. Skip to content. Factorio Forums www. Quick links. Forum rules Clever and beautiful constructions, bigger than two chunks - Defense: killing biters as an art - Castles, Throne Rooms, Decorations comfortable living in the Factorio World - Main Bus Concepts - Modular Systems, Factory Streets, show how all works together - Megabases Please provide us with blueprints or saves, if that makes sense of course.

I'm not quite satisfied are we ever? I ended up walling off part of the map using some of the big lakes to concentrate defenses on a "great wall" rather than arm individual outposts, making it much easier to set up mining outposts and add more solar panels:.

Bottom left are smelters with refinery below itbottom right is rail station, top is manufacturing, and top left is edge of backup power plant. There is a single unloading station for each ore type, with unloading from both sides into active provider chests. Behind each station is a single waiting bay so the next train can proceed with minimal delay.

The smart chest is connected to all inserters and the indicator lightsso trains are only unloaded if stock is low. Since all trains are set to wait until full, this makes sure that trains only run when they are needed and the storage area is not clogged up with k copper ore. I use a "base builder" train for setting up military bases walls, guns, etcand a FARL with mining supplies for setting up new outposts. There is also a supply train that provides ammo, repair kits, and replacement guns to the walls.

factorio megabase train layout

All smelters are fed with all 3 ores, controlled by a single control panel as discussed in this thread: viewtopic. The bottom right cell is the control panel for the smelters viewtopic. Stock is controlled by a single combinator, now set to 10k for each plate type. Except for the fluids which are on the circuit network from the storage tanksall lights are controlled by the same inserter setup discussed above in the station. Green circuits. The regular setup becomes almost perfectly when factoring in productivity modules.

I staggered the circuits plants so the currently selected one still benefits from an extra speed beacon, although that means that not all circuit plants are perfectly balanced. The productivity modules mean you get 1. Red circuits. The caple plant is not utilized fully as it could supply more than 8 red plants, but I couldn't find an elegant way to add more red plants while still adding the beacons, and as each plant benefits from 3 beacons output is still higher than 8 plants without the beacons.

Blue circuits, nothing very special going on. Modules using direct insertion from the 2 first-tier plants to one second-tier plant, but in retrospect this is just unnecessary complexity as the bots could have just taken care of this. Bot manufacturing. I think the amounts balance out given the modules with some extra capacity in the engine production to supply pumps and trains, but I didn't think about it for very long. It runs continuously because you can never have enough bots.

Fluid control is done with a series of pumps based on fluid levels. PG is converted to solid fuel only if PG is very high and light is low, to make sure that a glut of PG doesn't stop rocket fuel production.

This is rocket fuel production, with max productivity modules and a lot of speed beacons.


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