![]() ![]() Why do you trains only go in one direction? Trains pathing should look like ore -> stacker -> whichever unload station is free first -> back to ore Train schedules for your 7th iron patch should look like: IronLoad7 (Train Full) -> IronUnload (Train Empty) You need a single giant stacker in front of your module stations. Train stations of the same raw material type should all the same name (e.g. By speed 12 you can get away with ~ 250 active bots.Įach building block is designed for multiples of 3-8 ore/fluid trains. It should be stable by the second rocket launch (~30 minutes after startup - if you want it stable faster, disconnect the research labs or stop researching and wait for all the buffer to fill). Peak usage when you first bring a block online and all chests are empty is 700-750 bots. Steady state research requires 350 active (speed 9) bots (i.e. How many bots per building block are required? ![]() This more than makes up for the occasional sub-optimal ratio (18% more than perfect ratio). Overall, I save around 40% on item transport through direct insertion and reduce the number of active bots required by the same amount. Produce more than the downsteam direct-insert assembler can use? Output to a passive provider chest. Downstream assembler requires more than you can produce? Output to a requestor chest. The fact that the direct insert ratios are not perfect doesn't matter: the left over wires not used the green circuits get delivered (via bot) to my yellow science assembler. Did you know creating green circuits uses 40% of the total item transport required? Using this design, I can direct insert not only all the copper wires required by the green circuit production, but also most of the copper and iron. By shipping ore I can maximise the number of direct (via chest) insertions thus minimising the total number of bot trips. A single small logistics networks keeps all bot trips short and I've laid out the assemblers to minimise the average distance travelled. It minimises the number of item movements required as well as the size of the logistics networks. Note that to actually run a 2.5k megabase you need to feed it with 7k mining drills (using speed modules), 1k pumpjacks, and a fleet of trains so 60 UPS is unlikely in a real game, but 45 isn't out of the question. It is designed for 62.5/sci and achieves a steady state 64-65 sci/minĬreative mode testing on my system (Ryzen 5 1600, 2666 Mhz memory, GTX1060) indicates that game updates take 12.7ms for 40 building blocks (i.e. How much science does each block produce? They're all integrated into each modular factory. Here, there is no smelting at the ore patch, nor is there either a centralised or a distributed smelting facility. Thirdly, it is my contribution into the religion war raging regarding where to place your smelters. Secondly, the modular design allows for transport (thus UPS) efficiencies not possible with some other designs. Each building block unit is fully self-contained 62.5sci/min factory requiring 250MW of power.įirstly, it allows you to scale from 1 science per second up to gigafactory size with exactly the same factory design. ![]() It takes in raw materials from 3-8 trains and researches science. The blank blueprint can now be used to 'copy' a set of buildings.įor example, copying this small gun turret defense setup: Construct more machines using robots than manually.īlank blueprints can be crafted by clicking the ( ) button in the shortcut bar.This is a modular, tileable UPS-friendly sci/min megafactory design blueprint. To create a blueprint select the blueprint item out of the toolbar or the inventory. With the blueprint icon shown next to the mouse cursor, click and hold the left mouse button and drag a box as large as needed (which can be cancelled by pressing Q).Īll buildings which will be included in the blueprint will be highlighted with a green square. Once everything to 'copy' is inside the drag box, release the mouse button, and the 'Blueprint icon setup' menu will open. On the top left of the "Setup new blueprint" menu there are four icon slots. The game chooses automatically the number of icons and which are pre-selected depending on the number of buildings that are included. This can be changed by simply clicking on the icons to choose the desired ones. On the left the 'Total' number of components included in the blueprint is shown. The green "Create blueprint" button creates the blueprint. Additionally, blueprint creation can be cancelled by clicking the X in the top right corner.Ĭanceling the blueprint does not consume the blueprint item. The created blueprint will replace the empty blueprint in the player's cursor. To use/place the created blueprint select it from the tool belt or inventory. ![]()
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